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Uniques
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<a href="#triggerable-uniques" class="md-nav__link">
<span class="md-ellipsis">
Triggerable uniques
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<a href="#unittriggerable-uniques" class="md-nav__link">
<span class="md-ellipsis">
UnitTriggerable uniques
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<a href="#global-uniques" class="md-nav__link">
<span class="md-ellipsis">
Global uniques
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<span class="md-ellipsis">
Nation uniques
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<a href="#personality-uniques" class="md-nav__link">
<span class="md-ellipsis">
Personality uniques
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<a href="#era-uniques" class="md-nav__link">
<span class="md-ellipsis">
Era uniques
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<span class="md-ellipsis">
Tech uniques
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<span class="md-ellipsis">
Policy uniques
</span>
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<a href="#founderbelief-uniques" class="md-nav__link">
<span class="md-ellipsis">
FounderBelief uniques
</span>
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<a href="#followerbelief-uniques" class="md-nav__link">
<span class="md-ellipsis">
FollowerBelief uniques
</span>
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<a href="#building-uniques" class="md-nav__link">
<span class="md-ellipsis">
Building uniques
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UnitAction uniques
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<span class="md-ellipsis">
Unit uniques
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<span class="md-ellipsis">
UnitType uniques
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<a href="#promotion-uniques" class="md-nav__link">
<span class="md-ellipsis">
Promotion uniques
</span>
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<span class="md-ellipsis">
Terrain uniques
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<a href="#improvement-uniques" class="md-nav__link">
<span class="md-ellipsis">
Improvement uniques
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<a href="#resource-uniques" class="md-nav__link">
<span class="md-ellipsis">
Resource uniques
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<a href="#ruins-uniques" class="md-nav__link">
<span class="md-ellipsis">
Ruins uniques
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<span class="md-ellipsis">
Speed uniques
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<span class="md-ellipsis">
Difficulty uniques
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<a href="#tutorial-uniques" class="md-nav__link">
<span class="md-ellipsis">
Tutorial uniques
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<a href="#citystate-uniques" class="md-nav__link">
<span class="md-ellipsis">
CityState uniques
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<a href="#modoptions-uniques" class="md-nav__link">
<span class="md-ellipsis">
ModOptions uniques
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<span class="md-ellipsis">
Event uniques
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<span class="md-ellipsis">
EventChoice uniques
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Conditional uniques
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TriggerCondition uniques
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UnitTriggerCondition uniques
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UnitActionModifier uniques
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MetaModifier uniques
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Type checking
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Scenarios
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Installing on MacOS
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Triggerable uniques
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UnitTriggerable uniques
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Global uniques
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Nation uniques
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Personality uniques
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Era uniques
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Tech uniques
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Policy uniques
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FounderBelief uniques
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<a href="#followerbelief-uniques" class="md-nav__link">
<span class="md-ellipsis">
FollowerBelief uniques
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<span class="md-ellipsis">
Building uniques
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UnitAction uniques
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Unit uniques
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UnitType uniques
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<a href="#promotion-uniques" class="md-nav__link">
<span class="md-ellipsis">
Promotion uniques
</span>
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Terrain uniques
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Improvement uniques
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Resource uniques
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Ruins uniques
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Speed uniques
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Difficulty uniques
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Tutorial uniques
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CityState uniques
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ModOptions uniques
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Event uniques
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EventChoice uniques
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Conditional uniques
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TriggerCondition uniques
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UnitTriggerCondition uniques
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<article class="md-content__inner md-typeset">
<h1 id="uniques">Uniques</h1>
<p>An overview of uniques can be found <a href="../../Developers/Uniques/">here</a></p>
<p>Simple unique parameters are explained by mouseover. Complex parameters are explained in <a href="../Unique-parameters/">Unique parameter types</a></p>
<h2 id="triggerable-uniques">Triggerable uniques</h2>
<div class="admonition note">
<p>Uniques that have immediate, one-time effects. These can be added to techs to trigger when researched, to policies to trigger when adopted, to eras to trigger when reached, to buildings to trigger when built. Alternatively, you can add a TriggerCondition to them to make them into Global uniques that activate upon a specific <abbr title="The name of any event.">event</abbr>.They can also be added to units to grant them the ability to trigger this effect as an action, which can be modified with UnitActionModifier and UnitTriggerCondition conditionals.</p>
</div>
<details class="example">
<summary>Gain a free [<abbr title="The name of any building.">buildingName</abbr>] [cityFilter]</summary>
<p>Free buildings CANNOT be self-removing - this leads to an endless loop of trying to add the building</p>
<p>Example: "Gain a free [Library] [in all cities]"</p>
<p>Applicable to: Triggerable, Global</p>
</details>
<details class="example">
<summary>Remove [buildingFilter] [cityFilter]</summary>
<p>Example: "Remove [Culture] [in all cities]"</p>
<p>Applicable to: Triggerable, Global</p>
</details>
<details class="example">
<summary>Sell [buildingFilter] buildings [cityFilter]</summary>
<p>Example: "Sell [Culture] buildings [in all cities]"</p>
<p>Applicable to: Triggerable, Global</p>
</details>
<details class="example">
<summary>Free [unit] appears</summary>
<p>Example: "Free [Musketman] appears"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] free [unit] units appear</summary>
<p>Example: "[3] free [Musketman] units appear"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Free Social Policy</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] Free Social Policies</summary>
<p>Example: "[3] Free Social Policies"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Empire enters golden age</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Empire enters a [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>]-turn Golden Age</summary>
<p>Example: "Empire enters a [3]-turn Golden Age"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Free Great Person</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] population [cityFilter]</summary>
<p>Example: "[3] population [in all cities]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] population in a random city</summary>
<p>Example: "[3] population in a random city"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Discover [<abbr title="The name of any tech.">tech</abbr>]</summary>
<p>Example: "Discover [Agriculture]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Adopt [<abbr title="The name of any policy.">policy</abbr>/<abbr title="The name of any belief.">belief</abbr>]</summary>
<p>Example: "Adopt [Oligarchy]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Remove [<abbr title="The name of any policy.">policy</abbr>]</summary>
<p>Example: "Remove [Oligarchy]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Remove [<abbr title="The name of any policy.">policy</abbr>] and refund [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% of its cost</summary>
<p>Example: "Remove [Oligarchy] and refund [3]% of its cost"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Free Technology</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] Free Technologies</summary>
<p>Example: "[3] Free Technologies"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] free random researchable Tech(s) from the [<abbr title="The name of any era.">era</abbr>]</summary>
<p>Example: "[3] free random researchable Tech(s) from the [Ancient <abbr title="The name of any era.">era</abbr>]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Reveals the entire map</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain a free [<abbr title="'Pantheon', 'Follower', 'Founder' or 'Enhancer'">beliefType</abbr>] <abbr title="The name of any belief.">belief</abbr></summary>
<p>Example: "Gain a free [Follower] <abbr title="The name of any belief.">belief</abbr>"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Triggers voting for the Diplomatic Victory</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Instantly consumes [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]</summary>
<p>Example: "Instantly consumes [3] [Mana]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Instantly provides [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]</summary>
<p>Example: "Instantly provides [3] [Mana]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Instantly gain [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpile</abbr>]</summary>
<p>Example: "Instantly gain [3] [Mana]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>]</summary>
<p>Example: "Gain [3] [Culture]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]-[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>]</summary>
<p>Example: "Gain [3]-[3] [Culture]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain enough Faith for a Pantheon</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain enough Faith for [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>]% of a Great Prophet</summary>
<p>Example: "Gain enough Faith for [3]% of a Great Prophet"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Research [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% of [<abbr title="The name of any tech.">tech</abbr>]</summary>
<p>Example: "Research [+20]% of [Agriculture]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain control over [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles in a [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>]-tile radius</summary>
<p>Example: "Gain control over [Farm] tiles in a [3]-tile radius"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain control over [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] tiles [cityFilter]</summary>
<p>Example: "Gain control over [3] tiles [in all cities]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Reveal up to [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>/'all'] [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] within a [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] tile radius</summary>
<p>Example: "Reveal up to [3] [Farm] within a [3] tile radius"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Triggers the following global alert: [comment]</summary>
<p>Supported on Policies and Technologies.</p>
<p>For other targets, the generated Notification may not read nicely, and will likely not support translation. Reason: Your [comment] gets a generated introduction, other triggers usually notify <em>you</em>, not <em>others</em>, and that difference is currently handled by mapping text.</p>
<p>Conditionals evaluate in the context of the civilization having the Unique, not the recipients of the alerts.</p>
<p>Example: "Triggers the following global alert: [comment]"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Promotes all spies [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] time(s)</summary>
<p>Example: "Promotes all spies [3] time(s)"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Gain an extra spy</summary>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Turn this tile into a [terrainName] tile</summary>
<p>Example: "Turn this tile into a [Forest] tile"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Remove [<abbr title="A resource name, type, 'all', or a Stat listed in the resource's improvementStats.">resourceFilter</abbr>] resources from this tile</summary>
<p>Example: "Remove [Strategic] resources from this tile"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Remove [improvementFilter] improvements from this tile</summary>
<p>Example: "Remove [All Road] improvements from this tile"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>[mapUnitFilter] units gain the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr></summary>
<p>Works only with promotions that are valid for the unit's type - or for promotions that do not specify any.</p>
<p>Example: "[Wounded] units gain the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Provides the cheapest [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] building in your first [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] cities for free</summary>
<p>Example: "Provides the cheapest [Culture] building in your first [3] cities for free"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Provides a [<abbr title="The name of any building.">buildingName</abbr>] in your first [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] cities for free</summary>
<p>Example: "Provides a [Library] in your first [3] cities for free"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Triggers a [<abbr title="The name of any event.">event</abbr>] <abbr title="The name of any event.">event</abbr></summary>
<p>Example: "Triggers a [Inspiration] <abbr title="The name of any event.">event</abbr>"</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Mark tutorial [comment] complete</summary>
<p>Example: "Mark tutorial [comment] complete"</p>
<p>This unique does not support conditionals.</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Play [comment] sound</summary>
<p>See <a href="../Images-and-Audio/#sounds">Images and Audio</a> for a list of available sounds.</p>
<p>Example: "Play [comment] sound"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Triggerable</p>
</details>
<details class="example">
<summary>Suppress warning [<abbr title="Suppresses one specific Ruleset validation warning. This can specify the full text verbatim including correct upper/lower case, or it can be a wildcard case-insensitive simple pattern starting and ending in an asterisk ('*'). If the suppression unique is used within an object or as modifier (not ModOptions), the wildcard symbols can be omitted, as selectivity is better due to the limited scope.">validationWarning</abbr>]</summary>
<p>Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.</p>
<p>Example: "Suppress warning [Tinman is supposed to automatically upgrade at <abbr title="The name of any tech.">tech</abbr> Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- <em>is supposed to automatically upgrade</em>]"</p>
<p>This unique does not support conditionals.</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier</p>
</details>
<h2 id="unittriggerable-uniques">UnitTriggerable uniques</h2>
<div class="admonition note">
<p>Uniques that have immediate, one-time effects on a unit.They can be added to units (on unit, unit type, or <abbr title="The name of any promotion.">promotion</abbr>) to grant them the ability to trigger this effect as an action, which can be modified with UnitActionModifier and UnitTriggerCondition conditionals.</p>
</div>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] heals [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] HP</summary>
<p>Example: "[This Unit] heals [3] HP"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] takes [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] damage</summary>
<p>Example: "[This Unit] takes [3] damage"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] gains [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] XP</summary>
<p>Example: "[This Unit] gains [3] XP"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] upgrades for free</summary>
<p>Example: "[This Unit] upgrades for free"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] upgrades for free including special upgrades</summary>
<p>Example: "[This Unit] upgrades for free including special upgrades"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] gains the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr></summary>
<p>Example: "[This Unit] gains the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] loses the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr></summary>
<p>Example: "[This Unit] loses the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] gains [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] movement</summary>
<p>Example: "[This Unit] gains [3] movement"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] loses [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] movement</summary>
<p>Example: "[This Unit] loses [3] movement"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] gains the [<abbr title="The name of any promotion.">promotion</abbr>] status for [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] turn(s)</summary>
<p>Statuses are temporary promotions. They do not stack, and reapplying a specific status take the highest number - so reapplying a 3-turn on a 1-turn makes it 3, but doing the opposite will have no effect. Turns left on the status decrease at the <em>start of turn</em>, so bonuses applied for 1 turn are stll applied during other civ's turns.</p>
<p>Example: "[This Unit] gains the [Shock I] status for [3] turn(s)"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] loses the [<abbr title="The name of any promotion.">promotion</abbr>] status</summary>
<p>Example: "[This Unit] loses the [Shock I] status"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<details class="example">
<summary>[<abbr title="`This Unit` or `Target Unit`.">unitTriggerTarget</abbr>] is destroyed</summary>
<p>Example: "[This Unit] is destroyed"</p>
<p>Applicable to: UnitTriggerable</p>
</details>
<h2 id="global-uniques">Global uniques</h2>
<div class="admonition note">
<p>Uniques that apply globally. Civs gain the abilities of these uniques from nation uniques, reached eras, researched techs, adopted policies, built buildings, religion 'founder' uniques, owned resources, and ruleset-wide global uniques.</p>
</div>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>]</summary>
<p>Example: "[+1 Gold, +2 Production]"</p>
<p>Applicable to: Global, Terrain, Improvement</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from every <abbr title="The name of any specialist.">specialist</abbr> [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from every <abbr title="The name of any specialist.">specialist</abbr> [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] per [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] population [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] per [3] population [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] per [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] social policies adopted</summary>
<p>Only works for civ-wide <abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr></p>
<p>Example: "[+1 Gold, +2 Production] per [3] social policies adopted"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] per every [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] [<abbr title="All the following stats have civ-wide fields: `Gold`, `Science`, `Culture`, `Faith`.">civWideStat</abbr>]</summary>
<p>Example: "[+1 Gold, +2 Production] per every [3] [Gold]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] in cities on [terrainFilter] tiles</summary>
<p>Example: "[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from all [buildingFilter] buildings</summary>
<p>Example: "[+1 Gold, +2 Production] from all [Culture] buildings"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles without [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from every [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>/<abbr title="The name of any specialist.">specialist</abbr>/buildingFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from every [Farm]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from each Trade Route</summary>
<p>Example: "[+1 Gold, +2 Production] from each Trade Route"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>]</summary>
<p>Example: "[+20]% [Culture]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "[+20]% [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] from every [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>/buildingFilter]</summary>
<p>Example: "[+20]% [Culture] from every [Farm]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Yield from every [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>/buildingFilter]</summary>
<p>Example: "[+20]% Yield from every [Farm]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] from City-States</summary>
<p>Example: "[+20]% [Culture] from City-States"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] from Trade Routes</summary>
<p>Example: "[+20]% [Culture] from Trade Routes"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Nullifies [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "Nullifies [Culture] [in all cities]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Nullifies Growth [cityFilter]</summary>
<p>Example: "Nullifies Growth [in all cities]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production when constructing [buildingFilter] buildings [cityFilter]</summary>
<p>Example: "[+20]% Production when constructing [Culture] buildings [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production when constructing [baseUnitFilter] units [cityFilter]</summary>
<p>Example: "[+20]% Production when constructing [Melee] units [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production when constructing [buildingFilter] wonders [cityFilter]</summary>
<p>Example: "[+20]% Production when constructing [Culture] wonders [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production towards any buildings that already exist in the Capital</summary>
<p>Example: "[+20]% Production towards any buildings that already exist in the Capital"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Yield from pillaging tiles</summary>
<p>Example: "[+20]% Yield from pillaging tiles"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Health from pillaging tiles</summary>
<p>Example: "[+20]% Health from pillaging tiles"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Military Units gifted from City-States start with [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] XP</summary>
<p>Example: "Military Units gifted from City-States start with [3] XP"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Militaristic City-States grant units [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] times as fast when you are at war with a common nation</summary>
<p>Example: "Militaristic City-States grant units [3] times as fast when you are at war with a common nation"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Gifts of Gold to City-States generate [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% more Influence</summary>
<p>Example: "Gifts of Gold to City-States generate [+20]% more Influence"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Can spend Gold to annex or puppet a City-State that has been your Ally for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] turns</summary>
<p>Example: "Can spend Gold to annex or puppet a City-State that has been your Ally for [3] turns"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>City-State territory always counts as friendly territory</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Allied City-States will occasionally gift Great People</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% City-State Influence degradation</summary>
<p>Example: "[+20]% City-State Influence degradation"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Resting point for Influence with City-States is increased by [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>Example: "Resting point for Influence with City-States is increased by [3]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Allied City-States provide [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] equal to [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% of what they produce for themselves</summary>
<p>Example: "Allied City-States provide [Culture] equal to [+20]% of what they produce for themselves"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% resources gifted by City-States</summary>
<p>Example: "[+20]% resources gifted by City-States"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Happiness from luxury resources gifted by City-States</summary>
<p>Example: "[+20]% Happiness from luxury resources gifted by City-States"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>City-State Influence recovers at twice the normal rate</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% growth [cityFilter]</summary>
<p>Example: "[+20]% growth [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% Food is carried over after population increases [cityFilter]</summary>
<p>Example: "[3]% Food is carried over after population increases [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Food consumption by specialists [cityFilter]</summary>
<p>Example: "[+20]% Food consumption by specialists [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% unhappiness from the number of cities</summary>
<p>Example: "[+20]% unhappiness from the number of cities"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Unhappiness from [populationFilter] [cityFilter]</summary>
<p>Example: "[+20]% Unhappiness from [Followers of this Religion] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Happiness from each type of luxury <abbr title="The name of any resource.">resource</abbr></summary>
<p>Example: "[3] Happiness from each type of luxury <abbr title="The name of any resource.">resource</abbr>"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Retain [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% of the happiness from a luxury after the last copy has been traded away</summary>
<p>Example: "Retain [+20]% of the happiness from a luxury after the last copy has been traded away"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% of excess happiness converted to [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>]</summary>
<p>Example: "[+20]% of excess happiness converted to [Culture]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Cannot build [baseUnitFilter] units</summary>
<p>Example: "Cannot build [Melee] units"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Enables construction of Spaceship parts</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter] at an increasing price ([<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>])</summary>
<p>Example: "May buy [Melee] units for [3] [Culture] [in all cities] at an increasing price ([3])"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter] at an increasing price ([<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>])</summary>
<p>Example: "May buy [Culture] buildings for [3] [Culture] [in all cities] at an increasing price ([3])"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Melee] units for [3] [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Culture] buildings for [3] [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Melee] units with [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Culture] buildings with [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] times their normal Production cost</summary>
<p>Example: "May buy [Melee] units with [Culture] for [3] times their normal Production cost"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] times their normal Production cost</summary>
<p>Example: "May buy [Culture] buildings with [Culture] for [3] times their normal Production cost"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] cost of purchasing items in cities [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[Culture] cost of purchasing items in cities [+20]%"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] cost of purchasing [buildingFilter] buildings [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[Culture] cost of purchasing [Culture] buildings [+20]%"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] cost of purchasing [baseUnitFilter] units [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[Culture] cost of purchasing [Melee] units [+20]%"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Enables conversion of city production to [<abbr title="All the following stats have civ-wide fields: `Gold`, `Science`, `Culture`, `Faith`.">civWideStat</abbr>]</summary>
<p>Example: "Enables conversion of city production to [Gold]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Production to [<abbr title="All the following stats have civ-wide fields: `Gold`, `Science`, `Culture`, `Faith`.">civWideStat</abbr>] conversion in cities changed by [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "Production to [Gold] conversion in cities changed by [+20]%"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Improves movement <abbr title="The name of any speed.">speed</abbr> on roads</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Roads connect tiles across rivers</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% maintenance on road &amp; railroads</summary>
<p>Example: "[+20]% maintenance on road &amp; railroads"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>No Maintenance costs for improvements in [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles</summary>
<p>Example: "No Maintenance costs for improvements in [Farm] tiles"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% construction time for [improvementFilter] improvements</summary>
<p>Example: "[+20]% construction time for [All Road] improvements"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Can build [improvementFilter] improvements at a [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% rate</summary>
<p>Example: "Can build [All Road] improvements at a [+20]% rate"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Gain a free [<abbr title="The name of any building.">buildingName</abbr>] [cityFilter]</summary>
<p>Free buildings CANNOT be self-removing - this leads to an endless loop of trying to add the building</p>
<p>Example: "Gain a free [Library] [in all cities]"</p>
<p>Applicable to: Triggerable, Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% maintenance cost for [buildingFilter] buildings [cityFilter]</summary>
<p>Example: "[+20]% maintenance cost for [Culture] buildings [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Remove [buildingFilter] [cityFilter]</summary>
<p>Example: "Remove [Culture] [in all cities]"</p>
<p>Applicable to: Triggerable, Global</p>
</details>
<details class="example">
<summary>Sell [buildingFilter] buildings [cityFilter]</summary>
<p>Example: "Sell [Culture] buildings [in all cities]"</p>
<p>Applicable to: Triggerable, Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Culture cost of natural border growth [cityFilter]</summary>
<p>Example: "[+20]% Culture cost of natural border growth [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Gold cost of acquiring tiles [cityFilter]</summary>
<p>Example: "[+20]% Gold cost of acquiring tiles [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Each city founded increases culture cost of policies [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% less than normal</summary>
<p>Example: "Each city founded increases culture cost of policies [+20]% less than normal"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Culture cost of adopting new Policies</summary>
<p>Example: "[+20]% Culture cost of adopting new Policies"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Each city founded increases Science cost of Technologies [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% less than normal</summary>
<p>Example: "Each city founded increases Science cost of Technologies [+20]% less than normal"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Science cost of researching new Technologies</summary>
<p>Example: "[+20]% Science cost of researching new Technologies"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] for every known Natural Wonder</summary>
<p>Example: "[+1 Gold, +2 Production] for every known Natural Wonder"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] for discovering a Natural Wonder (bonus enhanced to [<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] if first to discover it)</summary>
<p>Example: "[+1 Gold, +2 Production] for discovering a Natural Wonder (bonus enhanced to [+1 Gold, +2 Production] if first to discover it)"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Great Person generation [cityFilter]</summary>
<p>Example: "[+20]% Great Person generation [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Gold from Great Merchant trade missions</summary>
<p>Example: "[+20]% Gold from Great Merchant trade missions"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Great General provides double combat bonus</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Receive a free Great Person at the end of every [comment] (every 394 years), after researching [<abbr title="The name of any tech.">tech</abbr>]. Each bonus person can only be chosen once.</summary>
<p>Example: "Receive a free Great Person at the end of every [comment] (every 394 years), after researching [Agriculture]. Each bonus person can only be chosen once."</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Unit Supply</summary>
<p>Example: "[3] Unit Supply"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Unit Supply per [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] population [cityFilter]</summary>
<p>Example: "[3] Unit Supply per [3] population [in all cities]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Unit Supply per city</summary>
<p>Example: "[3] Unit Supply per city"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] units cost no maintenance</summary>
<p>Example: "[3] units cost no maintenance"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Units in cities cost no Maintenance</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Enables embarkation for land units</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Enables [mapUnitFilter] units to enter ocean tiles</summary>
<p>Example: "Enables [Wounded] units to enter ocean tiles"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned</summary>
<p>Example: "Land units may cross [Forest] tiles after the first [Melee] is earned"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Enemy [mapUnitFilter] units must spend [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] extra movement points when inside your territory</summary>
<p>Example: "Enemy [Wounded] units must spend [3] extra movement points when inside your territory"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>New [baseUnitFilter] units start with [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] XP [cityFilter]</summary>
<p>Example: "New [Melee] units start with [3] XP [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>All newly-trained [baseUnitFilter] units [cityFilter] receive the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr></summary>
<p>Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[mapUnitFilter] Units adjacent to this city heal [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] HP per turn when healing</summary>
<p>Example: "[Wounded] Units adjacent to this city heal [3] HP per turn when healing"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% XP required for promotions</summary>
<p>Example: "[+20]% XP required for promotions"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% City Strength from defensive buildings</summary>
<p>Example: "[+20]% City Strength from defensive buildings"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength for cities</summary>
<p>Example: "[+20]% Strength for cities"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Provides [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "Provides [3] [Iron]"</p>
<p>Applicable to: Global, FollowerBelief, Improvement</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="A resource name, type, 'all', or a Stat listed in the resource's improvementStats.">resourceFilter</abbr>] <abbr title="The name of any resource.">resource</abbr> production</summary>
<p>Example: "[+20]% [Strategic] <abbr title="The name of any resource.">resource</abbr> production"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Requires establishing embassies to conduct advanced diplomacy</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Enables Open Borders agreements</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Enables Research agreements</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Science gained from research agreements [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "Science gained from research agreements [+20]%"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Enables Defensive Pacts</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>When declaring friendship, both parties gain a [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% boost to great person generation</summary>
<p>Example: "When declaring friendship, both parties gain a [+20]% boost to great person generation"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Influence of all other civilizations with all city-states degrades [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% faster</summary>
<p>Example: "Influence of all other civilizations with all city-states degrades [+20]% faster"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Gain [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Influence with a [baseUnitFilter] gift to a City-State</summary>
<p>Example: "Gain [3] Influence with a [Melee] gift to a City-State"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Resting point for Influence with City-States following this religion [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>Example: "Resting point for Influence with City-States following this religion [3]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Notified of new Barbarian encampments</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Receive triple Gold from Barbarian encampments and pillaging Cities</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>When conquering an encampment, earn [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Gold and recruit a Barbarian unit</summary>
<p>Example: "When conquering an encampment, earn [3] Gold and recruit a Barbarian unit"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>When defeating a [mapUnitFilter] unit, earn [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Gold and recruit it</summary>
<p>Example: "When defeating a [Wounded] unit, earn [3] Gold and recruit it"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>May choose [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] additional [<abbr title="'Pantheon', 'Follower', 'Founder' or 'Enhancer'">beliefType</abbr>] beliefs when [<abbr title="`founding` or `enhancing`.">foundingOrEnhancing</abbr>] a religion</summary>
<p>Example: "May choose [3] additional [Follower] beliefs when [founding] a religion"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>May choose [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] additional <abbr title="The name of any belief.">belief</abbr>(s) of any type when [<abbr title="`founding` or `enhancing`.">foundingOrEnhancing</abbr>] a religion</summary>
<p>Example: "May choose [3] additional <abbr title="The name of any belief.">belief</abbr>(s) of any type when [founding] a religion"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] when a city adopts this religion for the first time</summary>
<p>Example: "[+1 Gold, +2 Production] when a city adopts this religion for the first time"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Natural religion spread [cityFilter]</summary>
<p>Example: "[+20]% Natural religion spread [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Religion naturally spreads to cities [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] tiles away</summary>
<p>Example: "Religion naturally spreads to cities [3] tiles away"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May not generate great prophet equivalents naturally</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Faith cost of generating Great Prophet equivalents</summary>
<p>Example: "[+20]% Faith cost of generating Great Prophet equivalents"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% spy effectiveness [cityFilter]</summary>
<p>Example: "[+20]% spy effectiveness [in all cities]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% enemy spy effectiveness [cityFilter]</summary>
<p>Example: "[+20]% enemy spy effectiveness [in all cities]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>New spies start with [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] level(s)</summary>
<p>Example: "New spies start with [3] level(s)"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Triggers victory</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Triggers a Cultural Victory upon completion</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>May buy items in puppet cities</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>May not annex cities</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>"Borrows" city names from other civilizations in the game</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Cities are razed [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] times as fast</summary>
<p>Example: "Cities are razed [3] times as fast"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Receive a <abbr title="The name of any tech.">tech</abbr> boost when scientific buildings/wonders are built in capital</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Golden Age length</summary>
<p>Example: "[+20]% Golden Age length"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Population loss from nuclear attacks [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [cityFilter]</summary>
<p>Example: "Population loss from nuclear attacks [+20]% [in all cities]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Damage to garrison from nuclear attacks [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [cityFilter]</summary>
<p>Example: "Damage to garrison from nuclear attacks [+20]% [in all cities]"</p>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>Rebel units may spawn</summary>
<p>Applicable to: Global</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength</summary>
<p>Example: "[+20]% Strength"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength decreasing with distance from the capital</summary>
<p>Example: "[+20]% Strength decreasing with distance from the capital"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% to Flank Attack bonuses</summary>
<p>Example: "[+20]% to Flank Attack bonuses"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] additional attacks per turn</summary>
<p>Example: "[3] additional attacks per turn"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Movement</summary>
<p>Example: "[3] Movement"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Sight</summary>
<p>Example: "[3] Sight"</p>
<p>Applicable to: Global, Unit, Terrain</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Range</summary>
<p>Example: "[3] Range"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>] Air Interception Range</summary>
<p>Example: "[+20] Air Interception Range"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] HP when healing</summary>
<p>Example: "[3] HP when healing"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Spread Religion Strength</summary>
<p>Example: "[+20]% Spread Religion Strength"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>When spreading religion to a city, gain [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] times the <abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr> of followers of other religions as [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>]</summary>
<p>Example: "When spreading religion to a city, gain [3] times the <abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr> of followers of other religions as [Culture]"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Ranged attacks may be performed over obstacles</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>No defensive terrain bonus</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>No defensive terrain penalty</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>No damage penalty for wounded units</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Unable to capture cities</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Unable to pillage tiles</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>No movement cost to pillage</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>May heal outside of friendly territory</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>All healing effects doubled</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Heals [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] damage if it kills a unit</summary>
<p>Example: "Heals [3] damage if it kills a unit"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Can only heal by pillaging</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% maintenance costs</summary>
<p>Example: "[+20]% maintenance costs"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Gold cost of upgrading</summary>
<p>Example: "[+20]% Gold cost of upgrading"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Earn [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% of the damage done to [<abbr title="This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`.">combatantFilter</abbr>] units as [<abbr title="The name of any stockpiled resource.">stockpile</abbr>]</summary>
<p>Example: "Earn [3]% of the damage done to [City] units as [Mana]"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Upon capturing a city, receive [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] times its [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] production as [<abbr title="The name of any stockpiled resource.">stockpile</abbr>] immediately</summary>
<p>Example: "Upon capturing a city, receive [3] times its [Culture] production as [Mana] immediately"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Earn [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% of killed [mapUnitFilter] unit's [<abbr title="`Cost` or `Strength`.">costOrStrength</abbr>] as [<abbr title="The name of any stockpiled resource.">stockpile</abbr>]</summary>
<p>Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Mana]"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] XP gained from combat</summary>
<p>Example: "[3] XP gained from combat"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% XP gained from combat</summary>
<p>Example: "[+20]% XP gained from combat"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[greatPerson] is earned [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% faster</summary>
<p>Example: "[Great General] is earned [+20]% faster"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] Movement point cost to disembark</summary>
<p>Example: "[3] Movement point cost to disembark"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] Movement point cost to embark</summary>
<p>Example: "[3] Movement point cost to embark"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Global, Unit</p>
</details>
<h2 id="nation-uniques">Nation uniques</h2>
<details class="example">
<summary>Starts with [<abbr title="The name of any tech.">tech</abbr>]</summary>
<p>Example: "Starts with [Agriculture]"</p>
<p>Applicable to: Nation</p>
</details>
<details class="example">
<summary>Starts with [<abbr title="The name of any policy.">policy</abbr>] adopted</summary>
<p>Example: "Starts with [Oligarchy] adopted"</p>
<p>Applicable to: Nation</p>
</details>
<details class="example">
<summary>All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel.</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Nation</p>
</details>
<details class="example">
<summary>Units ignore terrain costs when moving into any tile with Hills</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Nation</p>
</details>
<details class="example">
<summary>Excluded from map editor</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Terrain, Improvement, Resource</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Will not be chosen for new games</summary>
<p>Applicable to: Nation</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="personality-uniques">Personality uniques</h2>
<details class="example">
<summary>Will not build [baseUnitFilter/buildingFilter]</summary>
<p>Example: "Will not build [Melee]"</p>
<p>Applicable to: Personality</p>
</details>
<h2 id="era-uniques">Era uniques</h2>
<details class="example">
<summary>Starting in this <abbr title="The name of any era.">era</abbr> disables religion</summary>
<p>Applicable to: Era</p>
</details>
<details class="example">
<summary>Every major Civilization gains a spy once a civilization enters this <abbr title="The name of any era.">era</abbr></summary>
<p>Applicable to: Era</p>
</details>
<h2 id="tech-uniques">Tech uniques</h2>
<details class="example">
<summary>Enables establishment of embassies</summary>
<p>Applicable to: Tech</p>
</details>
<details class="example">
<summary>Starting <abbr title="The name of any tech.">tech</abbr></summary>
<p>Applicable to: Tech</p>
</details>
<details class="example">
<summary>Can be continually researched</summary>
<p>Applicable to: Tech</p>
</details>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Cannot be hurried</summary>
<p>Applicable to: Tech, Building</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% weight to this choice for AI decisions</summary>
<p>Example: "[+20]% weight to this choice for AI decisions"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Promotion</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="policy-uniques">Policy uniques</h2>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% weight to this choice for AI decisions</summary>
<p>Example: "[+20]% weight to this choice for AI decisions"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Promotion</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="founderbelief-uniques">FounderBelief uniques</h2>
<div class="admonition note">
<p>Uniques for Founder and Enhancer type Beliefs, that will apply to the founder of this religion</p>
</div>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] for each global city following this religion</summary>
<p>Example: "[+1 Gold, +2 Production] for each global city following this religion"</p>
<p>Applicable to: FounderBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from every [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] global followers [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from every [3] global followers [in all cities]"</p>
<p>Applicable to: FounderBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] from every follower, up to [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[+20]% [Culture] from every follower, up to [+20]%"</p>
<p>Applicable to: FounderBelief, FollowerBelief</p>
</details>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% weight to this choice for AI decisions</summary>
<p>Example: "[+20]% weight to this choice for AI decisions"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Promotion</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="followerbelief-uniques">FollowerBelief uniques</h2>
<div class="admonition note">
<p>Uniques for Pantheon and Follower type beliefs, that will apply to each city where the religion is the majority religion</p>
</div>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from every <abbr title="The name of any specialist.">specialist</abbr> [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from every <abbr title="The name of any specialist.">specialist</abbr> [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] per [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] population [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] per [3] population [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] in cities on [terrainFilter] tiles</summary>
<p>Example: "[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from all [buildingFilter] buildings</summary>
<p>Example: "[+1 Gold, +2 Production] from all [Culture] buildings"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles without [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] [cityFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from every [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>/<abbr title="The name of any specialist.">specialist</abbr>/buildingFilter]</summary>
<p>Example: "[+1 Gold, +2 Production] from every [Farm]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from each Trade Route</summary>
<p>Example: "[+1 Gold, +2 Production] from each Trade Route"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>]</summary>
<p>Example: "[+20]% [Culture]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "[+20]% [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] from every [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>/buildingFilter]</summary>
<p>Example: "[+20]% [Culture] from every [Farm]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Yield from every [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>/buildingFilter]</summary>
<p>Example: "[+20]% Yield from every [Farm]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] from every follower, up to [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[+20]% [Culture] from every follower, up to [+20]%"</p>
<p>Applicable to: FounderBelief, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production when constructing [buildingFilter] buildings [cityFilter]</summary>
<p>Example: "[+20]% Production when constructing [Culture] buildings [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production when constructing [baseUnitFilter] units [cityFilter]</summary>
<p>Example: "[+20]% Production when constructing [Melee] units [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production when constructing [buildingFilter] wonders [cityFilter]</summary>
<p>Example: "[+20]% Production when constructing [Culture] wonders [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Production towards any buildings that already exist in the Capital</summary>
<p>Example: "[+20]% Production towards any buildings that already exist in the Capital"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% growth [cityFilter]</summary>
<p>Example: "[+20]% growth [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% Food is carried over after population increases [cityFilter]</summary>
<p>Example: "[3]% Food is carried over after population increases [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Food consumption by specialists [cityFilter]</summary>
<p>Example: "[+20]% Food consumption by specialists [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Unhappiness from [populationFilter] [cityFilter]</summary>
<p>Example: "[+20]% Unhappiness from [Followers of this Religion] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter] at an increasing price ([<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>])</summary>
<p>Example: "May buy [Melee] units for [3] [Culture] [in all cities] at an increasing price ([3])"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter] at an increasing price ([<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>])</summary>
<p>Example: "May buy [Culture] buildings for [3] [Culture] [in all cities] at an increasing price ([3])"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Melee] units for [3] [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Culture] buildings for [3] [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Melee] units with [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "May buy [Culture] buildings with [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [baseUnitFilter] units with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] times their normal Production cost</summary>
<p>Example: "May buy [Melee] units with [Culture] for [3] times their normal Production cost"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>May buy [buildingFilter] buildings with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] times their normal Production cost</summary>
<p>Example: "May buy [Culture] buildings with [Culture] for [3] times their normal Production cost"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] cost of purchasing items in cities [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[Culture] cost of purchasing items in cities [+20]%"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] cost of purchasing [buildingFilter] buildings [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[Culture] cost of purchasing [Culture] buildings [+20]%"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] cost of purchasing [baseUnitFilter] units [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "[Culture] cost of purchasing [Melee] units [+20]%"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% maintenance cost for [buildingFilter] buildings [cityFilter]</summary>
<p>Example: "[+20]% maintenance cost for [Culture] buildings [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Culture cost of natural border growth [cityFilter]</summary>
<p>Example: "[+20]% Culture cost of natural border growth [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Gold cost of acquiring tiles [cityFilter]</summary>
<p>Example: "[+20]% Gold cost of acquiring tiles [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Great Person generation [cityFilter]</summary>
<p>Example: "[+20]% Great Person generation [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>New [baseUnitFilter] units start with [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] XP [cityFilter]</summary>
<p>Example: "New [Melee] units start with [3] XP [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>All newly-trained [baseUnitFilter] units [cityFilter] receive the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr></summary>
<p>Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[mapUnitFilter] Units adjacent to this city heal [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] HP per turn when healing</summary>
<p>Example: "[Wounded] Units adjacent to this city heal [3] HP per turn when healing"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength for cities</summary>
<p>Example: "[+20]% Strength for cities"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Provides [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "Provides [3] [Iron]"</p>
<p>Applicable to: Global, FollowerBelief, Improvement</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Natural religion spread [cityFilter]</summary>
<p>Example: "[+20]% Natural religion spread [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Religion naturally spreads to cities [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] tiles away</summary>
<p>Example: "Religion naturally spreads to cities [3] tiles away"</p>
<p>Applicable to: Global, FollowerBelief</p>
</details>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Earn [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% of [mapUnitFilter] unit's [<abbr title="`Cost` or `Strength`.">costOrStrength</abbr>] as [<abbr title="The name of any stockpiled resource.">stockpile</abbr>] when killed within 4 tiles of a city following this religion</summary>
<p>Example: "Earn [3]% of [Wounded] unit's [Cost] as [Mana] when killed within 4 tiles of a city following this religion"</p>
<p>Applicable to: FollowerBelief</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% weight to this choice for AI decisions</summary>
<p>Example: "[+20]% weight to this choice for AI decisions"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Promotion</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="building-uniques">Building uniques</h2>
<details class="example">
<summary>[<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>]% of [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] from every [improvementFilter/buildingFilter] in the city added to [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "[3]% of [Culture] from every [All Road] in the city added to [Iron]"</p>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Consumes [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "Consumes [3] [Iron]"</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]</summary>
<p>These resources are removed <em>when work begins</em> on the construction. Do not confuse with "costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]" (lowercase 'c'), the Unit Action Modifier.</p>
<p>Example: "Costs [3] [Mana]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Unbuildable</summary>
<p>Blocks from being built, possibly by conditional. However it can still appear in the menu and be bought with other means such as Gold or Faith</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Cannot be purchased</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Can be purchased with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "Can be purchased with [Culture] [in all cities]"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Can be purchased for [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "Can be purchased for [3] [Culture] [in all cities]"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Limited to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] per Civilization</summary>
<p>Example: "Limited to [3] per Civilization"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Excess Food converted to Production when under construction</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Requires at least [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] population</summary>
<p>Example: "Requires at least [3] population"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Triggers a global alert upon build start</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Triggers a global alert upon completion</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Cost increases by [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] per owned city</summary>
<p>Example: "Cost increases by [3] per owned city"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Cost increases by [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] when built</summary>
<p>Example: "Cost increases by [3] when built"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% production cost</summary>
<p>Intended to be used with conditionals to dynamically alter construction costs</p>
<p>Example: "[3]% production cost"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Can only be built</summary>
<p>Meant to be used together with conditionals, like "Can only be built &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also NOT block Upgrade and Transform actions. See also OnlyAvailable.</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Must have an owned [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] within [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] tiles</summary>
<p>Example: "Must have an owned [Farm] within [3] tiles"</p>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Enables nuclear weapon</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Must be on [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]</summary>
<p>Example: "Must be on [Farm]"</p>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Must not be on [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]</summary>
<p>Example: "Must not be on [Farm]"</p>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Must be next to [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]</summary>
<p>Example: "Must be next to [Farm]"</p>
<p>Applicable to: Building, Improvement</p>
</details>
<details class="example">
<summary>Must not be next to [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]</summary>
<p>Example: "Must not be next to [Farm]"</p>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Unsellable</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Obsolete with [<abbr title="The name of any tech.">tech</abbr>]</summary>
<p>Example: "Obsolete with [Agriculture]"</p>
<p>Applicable to: Building, Improvement, Resource</p>
</details>
<details class="example">
<summary>Indicates the capital city</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Moves to new capital when capital changes</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Provides 1 extra copy of each improved luxury <abbr title="The name of any resource.">resource</abbr> near this City</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Destroyed when the city is captured</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Never destroyed when the city is captured</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Doubles Gold given to enemy if city is captured</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Removes extra unhappiness from annexed cities</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Connects trade routes over water</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Automatically built in all cities where it is buildable</summary>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Creates a [<abbr title="The name of any improvement excluding 'Cancel improvement order'">improvementName</abbr>] improvement on a specific tile</summary>
<p>When choosing to construct this building, the player must select a tile where the improvement can be built. Upon building completion, the tile will gain this improvement. Limited to one per building.</p>
<p>Example: "Creates a [Trading Post] improvement on a specific tile"</p>
<p>Applicable to: Building</p>
</details>
<details class="example">
<summary>Spaceship part</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Cannot be hurried</summary>
<p>Applicable to: Tech, Building</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Shown while unbuilable</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="unitaction-uniques">UnitAction uniques</h2>
<div class="admonition note">
<p>Uniques that affect a unit's actions, and can be modified by UnitActionModifiers</p>
</div>
<details class="example">
<summary>Founds a new city</summary>
<p>Applicable to: UnitAction</p>
</details>
<details class="example">
<summary>Founds a new puppet city</summary>
<p>Applicable to: UnitAction</p>
</details>
<details class="example">
<summary>Can instantly construct a [improvementFilter] improvement</summary>
<p>Example: "Can instantly construct a [All Road] improvement"</p>
<p>Applicable to: UnitAction</p>
</details>
<details class="example">
<summary>Can Spread Religion</summary>
<p>Applicable to: UnitAction</p>
</details>
<details class="example">
<summary>Can remove other religions from cities</summary>
<p>Applicable to: UnitAction</p>
</details>
<details class="example">
<summary>May found a religion</summary>
<p>Applicable to: UnitAction</p>
</details>
<details class="example">
<summary>May enhance a religion</summary>
<p>Applicable to: UnitAction</p>
</details>
<details class="example">
<summary>Can transform to [unit]</summary>
<p>By default consumes all movement</p>
<p>Example: "Can transform to [Musketman]"</p>
<p>Applicable to: UnitAction</p>
</details>
<h2 id="unit-uniques">Unit uniques</h2>
<div class="admonition note">
<p>Uniques that can be added to units, unit types, or promotions</p>
</div>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Yield from pillaging tiles</summary>
<p>Example: "[+20]% Yield from pillaging tiles"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Health from pillaging tiles</summary>
<p>Example: "[+20]% Health from pillaging tiles"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% construction time for [improvementFilter] improvements</summary>
<p>Example: "[+20]% construction time for [All Road] improvements"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Can build [improvementFilter] improvements at a [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% rate</summary>
<p>Example: "Can build [All Road] improvements at a [+20]% rate"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Gold from Great Merchant trade missions</summary>
<p>Example: "[+20]% Gold from Great Merchant trade missions"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Great General provides double combat bonus</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Consumes [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "Consumes [3] [Iron]"</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]</summary>
<p>These resources are removed <em>when work begins</em> on the construction. Do not confuse with "costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]" (lowercase 'c'), the Unit Action Modifier.</p>
<p>Example: "Costs [3] [Mana]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Unbuildable</summary>
<p>Blocks from being built, possibly by conditional. However it can still appear in the menu and be bought with other means such as Gold or Faith</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Cannot be purchased</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Can be purchased with [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "Can be purchased with [Culture] [in all cities]"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Can be purchased for [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] [cityFilter]</summary>
<p>Example: "Can be purchased for [3] [Culture] [in all cities]"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Limited to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] per Civilization</summary>
<p>Example: "Limited to [3] per Civilization"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Excess Food converted to Production when under construction</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Requires at least [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] population</summary>
<p>Example: "Requires at least [3] population"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Triggers a global alert upon build start</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Triggers a global alert upon completion</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Cost increases by [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] per owned city</summary>
<p>Example: "Cost increases by [3] per owned city"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Cost increases by [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] when built</summary>
<p>Example: "Cost increases by [3] when built"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% production cost</summary>
<p>Intended to be used with conditionals to dynamically alter construction costs</p>
<p>Example: "[3]% production cost"</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Can only be built</summary>
<p>Meant to be used together with conditionals, like "Can only be built &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also NOT block Upgrade and Transform actions. See also OnlyAvailable.</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>May create improvements on water resources</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can build [improvementFilter/terrainFilter] improvements on tiles</summary>
<p>Example: "Can build [All Road] improvements on tiles"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can be added to [comment] in the Capital</summary>
<p>Example: "Can be added to [comment] in the Capital"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Prevents spreading of religion to the city it is next to</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Removes other religions when spreading religion</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>May Paradrop to [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles up to [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] tiles away</summary>
<p>Example: "May Paradrop to [Farm] tiles up to [3] tiles away"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can perform Air Sweep</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can <abbr title="The name of any speed.">speed</abbr> up construction of a building</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can <abbr title="The name of any speed.">speed</abbr> up the construction of a wonder</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can hurry technology research</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can generate a large <abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr> of culture</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can undertake a trade mission with City-State, giving a large sum of gold and [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Influence</summary>
<p>Example: "Can undertake a trade mission with City-State, giving a large sum of gold and [3] Influence"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Automation is a primary action</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength</summary>
<p>Example: "[+20]% Strength"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength decreasing with distance from the capital</summary>
<p>Example: "[+20]% Strength decreasing with distance from the capital"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% to Flank Attack bonuses</summary>
<p>Example: "[+20]% to Flank Attack bonuses"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength for enemy [mapUnitFilter] units in adjacent [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles</summary>
<p>Example: "[+20]% Strength for enemy [Wounded] units in adjacent [Farm] tiles"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength bonus for [mapUnitFilter] units within [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] tiles</summary>
<p>Example: "[+20]% Strength bonus for [Wounded] units within [3] tiles"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] additional attacks per turn</summary>
<p>Example: "[3] additional attacks per turn"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Movement</summary>
<p>Example: "[3] Movement"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Sight</summary>
<p>Example: "[3] Sight"</p>
<p>Applicable to: Global, Unit, Terrain</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Range</summary>
<p>Example: "[3] Range"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>] Air Interception Range</summary>
<p>Example: "[+20] Air Interception Range"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] HP when healing</summary>
<p>Example: "[3] HP when healing"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Spread Religion Strength</summary>
<p>Example: "[+20]% Spread Religion Strength"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>When spreading religion to a city, gain [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] times the <abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr> of followers of other religions as [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>]</summary>
<p>Example: "When spreading religion to a city, gain [3] times the <abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr> of followers of other religions as [Culture]"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Can only attack [<abbr title="This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`.">combatantFilter</abbr>] units</summary>
<p>Example: "Can only attack [City] units"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can only attack [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles</summary>
<p>Example: "Can only attack [Farm] tiles"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Cannot attack</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Must set up to ranged attack</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Self-destructs when attacking</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Eliminates combat penalty for attacking across a coast</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>May attack when embarked</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Eliminates combat penalty for attacking over a river</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Blast radius [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>Example: "Blast radius [3]"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Ranged attacks may be performed over obstacles</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Nuclear weapon of Strength [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>Example: "Nuclear weapon of Strength [3]"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>No defensive terrain bonus</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>No defensive terrain penalty</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>No damage penalty for wounded units</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Uncapturable</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Withdraws before melee combat</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Unable to capture cities</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Unable to pillage tiles</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>No movement cost to pillage</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Can move after attacking</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Transfer Movement to [mapUnitFilter]</summary>
<p>Example: "Transfer Movement to [Wounded]"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can move immediately once bought</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>May heal outside of friendly territory</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>All healing effects doubled</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Heals [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] damage if it kills a unit</summary>
<p>Example: "Heals [3] damage if it kills a unit"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Can only heal by pillaging</summary>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Unit will heal every turn, even if it performs an action</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>All adjacent units heal [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] HP when healing</summary>
<p>Example: "All adjacent units heal [3] HP when healing"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>No Sight</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can see over obstacles</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can carry [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [mapUnitFilter] units</summary>
<p>Example: "Can carry [3] [Wounded] units"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can carry [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] extra [mapUnitFilter] units</summary>
<p>Example: "Can carry [3] extra [Wounded] units"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Cannot be carried by [mapUnitFilter] units</summary>
<p>Example: "Cannot be carried by [Wounded] units"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% chance to intercept air attacks</summary>
<p>Example: "[+20]% chance to intercept air attacks"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Damage taken from interception reduced by [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Example: "Damage taken from interception reduced by [+20]%"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Damage when intercepting</summary>
<p>Example: "[+20]% Damage when intercepting"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] extra interceptions may be made per turn</summary>
<p>Example: "[3] extra interceptions may be made per turn"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Cannot be intercepted</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Cannot intercept [mapUnitFilter] units</summary>
<p>Example: "Cannot intercept [Wounded] units"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Strength when performing Air Sweep</summary>
<p>Example: "[+20]% Strength when performing Air Sweep"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% maintenance costs</summary>
<p>Example: "[+20]% maintenance costs"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% Gold cost of upgrading</summary>
<p>Example: "[+20]% Gold cost of upgrading"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Earn [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% of the damage done to [<abbr title="This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`.">combatantFilter</abbr>] units as [<abbr title="The name of any stockpiled resource.">stockpile</abbr>]</summary>
<p>Example: "Earn [3]% of the damage done to [City] units as [Mana]"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Upon capturing a city, receive [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] times its [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] production as [<abbr title="The name of any stockpiled resource.">stockpile</abbr>] immediately</summary>
<p>Example: "Upon capturing a city, receive [3] times its [Culture] production as [Mana] immediately"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Earn [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% of killed [mapUnitFilter] unit's [<abbr title="`Cost` or `Strength`.">costOrStrength</abbr>] as [<abbr title="The name of any stockpiled resource.">stockpile</abbr>]</summary>
<p>Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Mana]"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>May capture killed [mapUnitFilter] units</summary>
<p>Example: "May capture killed [Wounded] units"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] XP gained from combat</summary>
<p>Example: "[3] XP gained from combat"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% XP gained from combat</summary>
<p>Example: "[+20]% XP gained from combat"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Can be earned through combat</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[greatPerson] is earned [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% faster</summary>
<p>Example: "[Great General] is earned [+20]% faster"</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Invisible to others</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Invisible to non-adjacent units</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can see invisible [mapUnitFilter] units</summary>
<p>Example: "Can see invisible [Wounded] units"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>May upgrade to [unit] through ruins-like effects</summary>
<p>Example: "May upgrade to [Musketman] through ruins-like effects"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can upgrade to [unit]</summary>
<p>Example: "Can upgrade to [Musketman]"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Destroys tile improvements when attacking</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Cannot move</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Double movement in [terrainFilter]</summary>
<p>Example: "Double movement in [Fresh Water]"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>All tiles cost 1 movement</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>May travel on Water tiles without embarking</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can pass through impassable tiles</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Ignores terrain cost</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Ignores Zone of Control</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Rough terrain penalty</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Can enter ice tiles</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Cannot embark</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Cannot enter ocean tiles</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>May enter foreign tiles without open borders</summary>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>May enter foreign tiles without open borders, but loses [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] religious strength each turn it ends there</summary>
<p>Example: "May enter foreign tiles without open borders, but loses [3] religious strength each turn it ends there"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] Movement point cost to disembark</summary>
<p>Example: "[3] Movement point cost to disembark"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] Movement point cost to embark</summary>
<p>Example: "[3] Movement point cost to embark"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Global, Unit</p>
</details>
<details class="example">
<summary>Never appears as a Barbarian unit</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Religious Unit</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Spaceship part</summary>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Takes your religion over the one in their birth city</summary>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Great Person - [comment]</summary>
<p>Example: "Great Person - [comment]"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Is part of Great Person group [comment]</summary>
<p>Great people in the same group increase teach other's costs when gained. Gaining one will make all others in the same group cost more GPP.</p>
<p>Example: "Is part of Great Person group [comment]"</p>
<p>Applicable to: Unit</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Shown while unbuilable</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Building, Unit</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="unittype-uniques">UnitType uniques</h2>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="promotion-uniques">Promotion uniques</h2>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Not shown on world screen</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Promotion, Resource</p>
</details>
<details class="example">
<summary>Doing so will consume this opportunity to choose a Promotion</summary>
<p>Applicable to: Promotion</p>
</details>
<details class="example">
<summary>This Promotion is free</summary>
<p>Applicable to: Promotion</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]% weight to this choice for AI decisions</summary>
<p>Example: "[+20]% weight to this choice for AI decisions"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Promotion</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="terrain-uniques">Terrain uniques</h2>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>]</summary>
<p>Example: "[+1 Gold, +2 Production]"</p>
<p>Applicable to: Global, Terrain, Improvement</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Sight</summary>
<p>Example: "[3] Sight"</p>
<p>Applicable to: Global, Unit, Terrain</p>
</details>
<details class="example">
<summary>Must be adjacent to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [simpleTerrain] tiles</summary>
<p>Example: "Must be adjacent to [3] [Elevated] tiles"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Must be adjacent to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [simpleTerrain] tiles</summary>
<p>Example: "Must be adjacent to [3] to [3] [Elevated] tiles"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Must not be on [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] largest landmasses</summary>
<p>Example: "Must not be on [3] largest landmasses"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Must be on [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] largest landmasses</summary>
<p>Example: "Must be on [3] largest landmasses"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Occurs on latitudes from [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] percent of distance equator to pole</summary>
<p>Example: "Occurs on latitudes from [3] to [3] percent of distance equator to pole"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Occurs in groups of [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] tiles</summary>
<p>Example: "Occurs in groups of [3] to [3] tiles"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Neighboring tiles will convert to [<abbr title="The name of any terrain that is a base terrain according to the json file.">baseTerrain</abbr>/<abbr title="The name of any terrain that is a terrain feature according to the json file.">terrainFeature</abbr>]</summary>
<p>Supports conditionals that need only a Tile as context and nothing else, like <code>&lt;with [n]% chance&gt;</code>, and applies them per neighbor.</p>
<p>If your mod renames Coast or Lakes, do not use this with one of these as parameter, as the code preventing artifacts won't work.</p>
<p>Example: "Neighboring tiles will convert to [Grassland]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Grants [<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] to the first civilization to discover it</summary>
<p>Example: "Grants [+1 Gold, +2 Production] to the first civilization to discover it"</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Units ending their turn on this terrain take [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] damage</summary>
<p>Example: "Units ending their turn on this terrain take [3] damage"</p>
<p>Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Grants [<abbr title="The name of any promotion.">promotion</abbr>] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game</summary>
<p>Example: "Grants [Shock I] ([comment]) to adjacent [Wounded] units for the rest of the game"</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Strength for cities built on this terrain</summary>
<p>Example: "[3] Strength for cities built on this terrain"</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Provides a one-time bonus of [<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] to the closest city when cut down</summary>
<p>Example: "Provides a one-time bonus of [+1 Gold, +2 Production] to the closest city when cut down"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>This unique's effect can be modified with &lt;(modified by game progress up to [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%)&gt;</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Vegetation</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain, Improvement</p>
</details>
<details class="example">
<summary>Tile provides yield without assigned population</summary>
<p>Applicable to: Terrain, Improvement</p>
</details>
<details class="example">
<summary>Nullifies all other <abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr> this tile provides</summary>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Only [improvementFilter] improvements may be built on this tile</summary>
<p>Example: "Only [All Road] improvements may be built on this tile"</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Blocks line-of-sight from tiles at same elevation</summary>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Has an elevation of [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] for visibility calculations</summary>
<p>Example: "Has an elevation of [3] for visibility calculations"</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Always Fertility [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] for Map Generation</summary>
<p>Example: "Always Fertility [3] for Map Generation"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] to Fertility for Map Generation</summary>
<p>Example: "[3] to Fertility for Map Generation"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>A Region is formed with at least [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% [simpleTerrain] tiles, with priority [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>Example: "A Region is formed with at least [3]% [Elevated] tiles, with priority [3]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>A Region is formed with at least [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>Example: "A Region is formed with at least [3]% [Elevated] tiles and [Elevated] tiles, with priority [3]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles</summary>
<p>Example: "A Region can not contain more [Elevated] tiles than [Elevated] tiles"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Base Terrain on this tile is not counted for Region determination</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Starts in regions of this type receive an extra [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "Starts in regions of this type receive an extra [Iron]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Never receives any resources</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Becomes [terrainName] when adjacent to [terrainFilter]</summary>
<p>Example: "Becomes [Forest] when adjacent to [Fresh Water]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Considered [terrainQuality] when determining start locations</summary>
<p>Example: "Considered [Undesirable] when determining start locations"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Doesn't generate naturally</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain, Resource</p>
</details>
<details class="example">
<summary>Occurs at temperature between [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>] and [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>] and humidity between [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>] and [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>]</summary>
<p>Example: "Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain, Resource</p>
</details>
<details class="example">
<summary>Occurs in chains at high elevations</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Occurs in groups around high elevations</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Every [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] tiles with this terrain will receive a major deposit of a strategic <abbr title="The name of any resource.">resource</abbr>.</summary>
<p>Example: "Every [3] tiles with this terrain will receive a major deposit of a strategic <abbr title="The name of any resource.">resource</abbr>."</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Rare feature</summary>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>[<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]% Chance to be destroyed by nukes</summary>
<p>Example: "[3]% Chance to be destroyed by nukes"</p>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Fresh water</summary>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Rough terrain</summary>
<p>Applicable to: Terrain</p>
</details>
<details class="example">
<summary>Excluded from map editor</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Terrain, Improvement, Resource</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Suppress warning [<abbr title="Suppresses one specific Ruleset validation warning. This can specify the full text verbatim including correct upper/lower case, or it can be a wildcard case-insensitive simple pattern starting and ending in an asterisk ('*'). If the suppression unique is used within an object or as modifier (not ModOptions), the wildcard symbols can be omitted, as selectivity is better due to the limited scope.">validationWarning</abbr>]</summary>
<p>Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.</p>
<p>Example: "Suppress warning [Tinman is supposed to automatically upgrade at <abbr title="The name of any tech.">tech</abbr> Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- <em>is supposed to automatically upgrade</em>]"</p>
<p>This unique does not support conditionals.</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier</p>
</details>
<h2 id="improvement-uniques">Improvement uniques</h2>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>]</summary>
<p>Example: "[+1 Gold, +2 Production]"</p>
<p>Applicable to: Global, Terrain, Improvement</p>
</details>
<details class="example">
<summary>Consumes [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "Consumes [3] [Iron]"</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Provides [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any resource.">resource</abbr>]</summary>
<p>Example: "Provides [3] [Iron]"</p>
<p>Applicable to: Global, FollowerBelief, Improvement</p>
</details>
<details class="example">
<summary>Costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]</summary>
<p>These resources are removed <em>when work begins</em> on the construction. Do not confuse with "costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]" (lowercase 'c'), the Unit Action Modifier.</p>
<p>Example: "Costs [3] [Mana]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Unbuildable</summary>
<p>Blocks from being built, possibly by conditional. However it can still appear in the menu and be bought with other means such as Gold or Faith</p>
<p>Applicable to: Building, Unit, Improvement</p>
</details>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Must be next to [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]</summary>
<p>Example: "Must be next to [Farm]"</p>
<p>Applicable to: Building, Improvement</p>
</details>
<details class="example">
<summary>Obsolete with [<abbr title="The name of any tech.">tech</abbr>]</summary>
<p>Example: "Obsolete with [Agriculture]"</p>
<p>Applicable to: Building, Improvement, Resource</p>
</details>
<details class="example">
<summary>Vegetation</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain, Improvement</p>
</details>
<details class="example">
<summary>Tile provides yield without assigned population</summary>
<p>Applicable to: Terrain, Improvement</p>
</details>
<details class="example">
<summary>Excluded from map editor</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Terrain, Improvement, Resource</p>
</details>
<details class="example">
<summary>Can also be built on tiles adjacent to fresh water</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] from [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles</summary>
<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>[<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] for each adjacent [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]</summary>
<p>Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Ensures a minimum tile yield of [<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>]</summary>
<p>Example: "Ensures a minimum tile yield of [+1 Gold, +2 Production]"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Can be built outside your borders</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Can be built just outside your borders</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Can only be built on [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles</summary>
<p>Example: "Can only be built on [Farm] tiles"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Cannot be built on [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles</summary>
<p>Example: "Cannot be built on [Farm] tiles"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Can only be built to improve a <abbr title="The name of any resource.">resource</abbr></summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Does not need removal of [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]</summary>
<p>Example: "Does not need removal of [Farm]"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Removes removable features when built</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Gives a defensive bonus of [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%</summary>
<p>Does not accept unit-based conditionals</p>
<p>Example: "Gives a defensive bonus of [+20]%"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] per turn when in your territory</summary>
<p>Example: "Costs [3] [Culture] per turn when in your territory"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>] per turn</summary>
<p>Example: "Costs [3] [Culture] per turn"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Adjacent enemy units ending their turn take [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] damage</summary>
<p>Example: "Adjacent enemy units ending their turn take [3] damage"</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Great Improvement</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Provides a random bonus when entered</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Unpillagable</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Pillaging this improvement yields approximately [<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>]</summary>
<p>Example: "Pillaging this improvement yields approximately [+1 Gold, +2 Production]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>This unique's effect can be modified with &lt;(modified by game progress up to [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%)&gt;</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Pillaging this improvement yields [<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>]</summary>
<p>Example: "Pillaging this improvement yields [+1 Gold, +2 Production]"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>This unique's effect can be modified with &lt;(modified by game progress up to [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%)&gt;</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Destroyed when pillaged</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Irremovable</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Will not be replaced by automated units</summary>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Improves [<abbr title="A resource name, type, 'all', or a Stat listed in the resource's improvementStats.">resourceFilter</abbr>] <abbr title="The name of any resource.">resource</abbr> in this tile</summary>
<p>This is offered as an alternative to the improvedBy field of a <abbr title="The name of any resource.">resource</abbr>. The result will be cached within the <abbr title="The name of any resource.">resource</abbr> definition when loading a game, without knowledge about terrain, cities, civs, units or time. Therefore, most conditionals will not work, only those <strong>not</strong> dependent on game state.</p>
<p>Example: "Improves [Strategic] <abbr title="The name of any resource.">resource</abbr> in this tile"</p>
<p>This unique does not support conditionals.</p>
<p>Applicable to: Improvement</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="resource-uniques">Resource uniques</h2>
<details class="example">
<summary>Obsolete with [<abbr title="The name of any tech.">tech</abbr>]</summary>
<p>Example: "Obsolete with [Agriculture]"</p>
<p>Applicable to: Building, Improvement, Resource</p>
</details>
<details class="example">
<summary>Doesn't generate naturally</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain, Resource</p>
</details>
<details class="example">
<summary>Occurs at temperature between [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>] and [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>] and humidity between [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>] and [<abbr title="Indicates a fractional number, which can be negative.">fraction</abbr>]</summary>
<p>Example: "Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Terrain, Resource</p>
</details>
<details class="example">
<summary>Excluded from map editor</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Terrain, Improvement, Resource</p>
</details>
<details class="example">
<summary>Deposits in [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles always provide [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] resources</summary>
<p>Example: "Deposits in [Farm] tiles always provide [3] resources"</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Can only be created by Mercantile City-States</summary>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Stockpiled</summary>
<p>This <abbr title="The name of any resource.">resource</abbr> is accumulated each turn, rather than having a set of producers and consumers at a given moment.The current stockpiled <abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr> can be affected with trigger uniques.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>City-level <abbr title="The name of any resource.">resource</abbr></summary>
<p>This <abbr title="The name of any resource.">resource</abbr> is calculated on a per-city level rather than a per-civ level</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Cannot be traded</summary>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Not shown on world screen</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Promotion, Resource</p>
</details>
<details class="example">
<summary>Generated with weight [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>The probability for this <abbr title="The name of any resource.">resource</abbr> to be chosen is (this <abbr title="The name of any resource.">resource</abbr> weight) / (sum weight of all eligible resources). Resources without a unique are given weight <code>1</code></p>
<p>Example: "Generated with weight [3]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Minor deposits generated with weight [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>The probability for this <abbr title="The name of any resource.">resource</abbr> to be chosen is (this <abbr title="The name of any resource.">resource</abbr> weight) / (sum weight of all eligible resources). Resources without a unique are not generated as minor deposits.</p>
<p>Example: "Minor deposits generated with weight [3]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Generated near City States with weight [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>]</summary>
<p>The probability for this <abbr title="The name of any resource.">resource</abbr> to be chosen is (this <abbr title="The name of any resource.">resource</abbr> weight) / (sum weight of all eligible resources). Only assignable to luxuries, resources without a unique are given weight <code>1</code></p>
<p>Example: "Generated near City States with weight [3]"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Special placement during map generation</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Generated on every [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] tiles</summary>
<p>Example: "Generated on every [3] tiles"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Guaranteed with Strategic Balance <abbr title="The name of any resource.">resource</abbr> option</summary>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>AI will sell at [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Gold</summary>
<p>Example: "AI will sell at [3] Gold"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>AI will buy at [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Gold</summary>
<p>Example: "AI will buy at [3] Gold"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Resource</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="ruins-uniques">Ruins uniques</h2>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Free [unit] found in the ruins</summary>
<p>Example: "Free [Musketman] found in the ruins"</p>
<p>Applicable to: Ruins</p>
</details>
<details class="example">
<summary>From a randomly chosen tile [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] tiles away from the ruins, reveal tiles up to [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] tiles away with [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>]% chance</summary>
<p>Example: "From a randomly chosen tile [3] tiles away from the ruins, reveal tiles up to [3] tiles away with [3]% chance"</p>
<p>Applicable to: Ruins</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="speed-uniques">Speed uniques</h2>
<div class="admonition note">
<p>Speed uniques will be treated as part of GlobalUniques for the Speed selected in a game</p>
</div>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Suppress warning [<abbr title="Suppresses one specific Ruleset validation warning. This can specify the full text verbatim including correct upper/lower case, or it can be a wildcard case-insensitive simple pattern starting and ending in an asterisk ('*'). If the suppression unique is used within an object or as modifier (not ModOptions), the wildcard symbols can be omitted, as selectivity is better due to the limited scope.">validationWarning</abbr>]</summary>
<p>Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.</p>
<p>Example: "Suppress warning [Tinman is supposed to automatically upgrade at <abbr title="The name of any tech.">tech</abbr> Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- <em>is supposed to automatically upgrade</em>]"</p>
<p>This unique does not support conditionals.</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier</p>
</details>
<h2 id="difficulty-uniques">Difficulty uniques</h2>
<div class="admonition note">
<p>Difficulty uniques will be treated as part of GlobalUniques for the Difficulty selected in a game</p>
</div>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="tutorial-uniques">Tutorial uniques</h2>
<h2 id="citystate-uniques">CityState uniques</h2>
<details class="example">
<summary>Provides military units every ≈[<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] turns</summary>
<p>Example: "Provides military units every ≈[3] turns"</p>
<p>Applicable to: CityState</p>
</details>
<details class="example">
<summary>Provides a unique luxury</summary>
<p>Applicable to: CityState</p>
</details>
<h2 id="modoptions-uniques">ModOptions uniques</h2>
<details class="example">
<summary>Diplomatic relationships cannot change</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Can convert gold to science with sliders</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Allow City States to spawn with additional units</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Can trade civilization introductions for [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] Gold</summary>
<p>Example: "Can trade civilization introductions for [3] Gold"</p>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Disable religion</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Can only start games from the starting <abbr title="The name of any era.">era</abbr></summary>
<p>In this case, 'starting <abbr title="The name of any era.">era</abbr>' means the first defined Era in the entire ruleset.</p>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Allow raze capital</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Allow raze holy city</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Suppress warning [<abbr title="Suppresses one specific Ruleset validation warning. This can specify the full text verbatim including correct upper/lower case, or it can be a wildcard case-insensitive simple pattern starting and ending in an asterisk ('*'). If the suppression unique is used within an object or as modifier (not ModOptions), the wildcard symbols can be omitted, as selectivity is better due to the limited scope.">validationWarning</abbr>]</summary>
<p>Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.</p>
<p>Example: "Suppress warning [Tinman is supposed to automatically upgrade at <abbr title="The name of any tech.">tech</abbr> Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- <em>is supposed to automatically upgrade</em>]"</p>
<p>This unique does not support conditionals.</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier</p>
</details>
<details class="example">
<summary>Mod is incompatible with [<abbr title="A Mod name, case-sensitive _or_ a simple wildcard filter beginning and ending in an Asterisk, case-insensitive.">modFilter</abbr>]</summary>
<p>Specifies that your Mod is incompatible with another. Always treated symmetrically, and cannot be overridden by the Mod you are declaring as incompatible.</p>
<p>Example: "Mod is incompatible with [DeCiv Redux]"</p>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Mod requires [<abbr title="A Mod name, case-sensitive _or_ a simple wildcard filter beginning and ending in an Asterisk, case-insensitive.">modFilter</abbr>]</summary>
<p>Specifies that your Extension Mod is only available if any other Mod matching the filter is active.</p>
<p>Multiple copies of this Unique cannot be used to specify alternatives, they work as 'and' logic. If you need alternates and wildcards can't filter them well enough, please open an issue.</p>
<p>Example: "Mod requires [DeCiv Redux]"</p>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Should only be used as permanent audiovisual mod</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Can be used as permanent audiovisual mod</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Cannot be used as permanent audiovisual mod</summary>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<details class="example">
<summary>Mod preselects map [comment]</summary>
<p>Only meaningful for Mods containing several maps. When this mod is selected on the new game screen's custom maps mod dropdown, the named map will be selected on the map dropdown. Also disables selection by recently modified. Case insensitive.</p>
<p>Example: "Mod preselects map [comment]"</p>
<p>This unique does not support conditionals.</p>
<p>Applicable to: ModOptions</p>
</details>
<h2 id="event-uniques">Event uniques</h2>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<h2 id="eventchoice-uniques">EventChoice uniques</h2>
<details class="example">
<summary>Only available</summary>
<p>Meant to be used together with conditionals, like "Only available &lt;after adopting [<abbr title="The name of any policy.">policy</abbr>]&gt; &lt;while the empire is happy&gt;". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen</p>
<p>Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Unavailable</summary>
<p>Meant to be used together with conditionals, like "Unavailable &lt;after generating a Great Prophet&gt;".</p>
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice</p>
</details>
<details class="example">
<summary>Will not be displayed in Civilopedia</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<details class="example">
<summary>Comment [comment]</summary>
<p>Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.</p>
<p>Example: "Comment [comment]"</p>
<p>Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Difficulty, EventChoice</p>
</details>
<h2 id="conditional-uniques">Conditional uniques</h2>
<div class="admonition note">
<p>Modifiers that can be added to other uniques to limit when they will be active</p>
</div>
<details class="example">
<summary>&lt;every [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] turns&gt;</summary>
<p>Example: "&lt;every [3] turns&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;before turn number [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>]&gt;</summary>
<p>Example: "&lt;before turn number [3]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;after turn number [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>]&gt;</summary>
<p>Example: "&lt;after turn number [3]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;on [<abbr title="The name of any speed.">speed</abbr>] game <abbr title="The name of any speed.">speed</abbr>&gt;</summary>
<p>Example: "&lt;on [Quick] game <abbr title="The name of any speed.">speed</abbr>&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;on [<abbr title="The name of any difficulty.">difficulty</abbr>] <abbr title="The name of any difficulty.">difficulty</abbr>&gt;</summary>
<p>Example: "&lt;on [Prince] <abbr title="The name of any difficulty.">difficulty</abbr>&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;on [<abbr title="The name of any difficulty.">difficulty</abbr>] <abbr title="The name of any difficulty.">difficulty</abbr> or higher&gt;</summary>
<p>Example: "&lt;on [Prince] <abbr title="The name of any difficulty.">difficulty</abbr> or higher&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when [<abbr title="The name of any victory type: 'Cultural', 'Diplomatic', 'Domination', 'Scientific', 'Time' or one of your mod's VictoryTypes.json names.">victoryType</abbr>] Victory is enabled&gt;</summary>
<p>Example: "&lt;when [Domination] Victory is enabled&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when [<abbr title="The name of any victory type: 'Cultural', 'Diplomatic', 'Domination', 'Scientific', 'Time' or one of your mod's VictoryTypes.json names.">victoryType</abbr>] Victory is disabled&gt;</summary>
<p>Example: "&lt;when [Domination] Victory is disabled&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when religion is enabled&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when religion is disabled&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when espionage is enabled&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when espionage is disabled&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when nuclear weapons are enabled&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;with [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>]% chance&gt;</summary>
<p>Example: "&lt;with [3]% chance&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if tutorials are enabled&gt;</summary>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if tutorial [comment] is completed&gt;</summary>
<p>Example: "&lt;if tutorial [comment] is completed&gt;"</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;for [civFilter] Civilizations&gt;</summary>
<p>Example: "&lt;for [City-States] Civilizations&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when at war&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when not at war&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;during a Golden Age&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when not in a Golden Age&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;during We Love The King Day&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;while the empire is happy&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;during the [<abbr title="The name of any era.">era</abbr>]&gt;</summary>
<p>Example: "&lt;during the [Ancient <abbr title="The name of any era.">era</abbr>]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;before the [<abbr title="The name of any era.">era</abbr>]&gt;</summary>
<p>Example: "&lt;before the [Ancient <abbr title="The name of any era.">era</abbr>]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;starting from the [<abbr title="The name of any era.">era</abbr>]&gt;</summary>
<p>Example: "&lt;starting from the [Ancient <abbr title="The name of any era.">era</abbr>]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if starting in the [<abbr title="The name of any era.">era</abbr>]&gt;</summary>
<p>Example: "&lt;if starting in the [Ancient <abbr title="The name of any era.">era</abbr>]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if no other Civilization has researched this&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;after discovering [techFilter]&gt;</summary>
<p>Example: "&lt;after discovering [Agriculture]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;before discovering [techFilter]&gt;</summary>
<p>Example: "&lt;before discovering [Agriculture]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;while researching [techFilter]&gt;</summary>
<p>This condition is fulfilled while the technology is actively being researched (it is the one research points are added to)</p>
<p>Example: "&lt;while researching [Agriculture]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if no other Civilization has adopted this&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if no Civilization has adopted [<abbr title="The name of any policy.">policy</abbr>/<abbr title="The name of any belief.">belief</abbr>]&gt;</summary>
<p>Example: "&lt;if no Civilization has adopted [Oligarchy]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;after adopting [<abbr title="The name of any policy.">policy</abbr>/<abbr title="The name of any belief.">belief</abbr>]&gt;</summary>
<p>Example: "&lt;after adopting [Oligarchy]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;before adopting [<abbr title="The name of any policy.">policy</abbr>/<abbr title="The name of any belief.">belief</abbr>]&gt;</summary>
<p>Example: "&lt;before adopting [Oligarchy]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;before founding a Pantheon&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;after founding a Pantheon&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;before founding a religion&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;after founding a religion&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;before enhancing a religion&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;after enhancing a religion&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;after generating a Great Prophet&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [buildingFilter] is constructed&gt;</summary>
<p>Example: "&lt;if [Culture] is constructed&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [buildingFilter] is not constructed&gt;</summary>
<p>Example: "&lt;if [Culture] is not constructed&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [buildingFilter] is constructed in all [cityFilter] cities&gt;</summary>
<p>Example: "&lt;if [Culture] is constructed in all [in all cities] cities&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [buildingFilter] is constructed in at least [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] of [cityFilter] cities&gt;</summary>
<p>Example: "&lt;if [Culture] is constructed in at least [3] of [in all cities] cities&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [buildingFilter] is constructed by anybody&gt;</summary>
<p>Example: "&lt;if [Culture] is constructed by anybody&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [buildingFilter] is not constructed by anybody&gt;</summary>
<p>Example: "&lt;if [Culture] is not constructed by anybody&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;with [<abbr title="The name of any resource.">resource</abbr>]&gt;</summary>
<p>Example: "&lt;with [Iron]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;without [<abbr title="The name of any resource.">resource</abbr>]&gt;</summary>
<p>Example: "&lt;without [Iron]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when above [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>/<abbr title="The name of any resource.">resource</abbr>]&gt;</summary>
<p>Stats refers to the accumulated <abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>, not <abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>-per-turn. Therefore, does not support Happiness - for that use 'when above [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Happiness'</p>
<p>Example: "&lt;when above [3] [Culture]&gt;"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when below [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>/<abbr title="The name of any resource.">resource</abbr>]&gt;</summary>
<p>Stats refers to the accumulated <abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>, not <abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>-per-turn. Therefore, does not support Happiness - for that use 'when below [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] Happiness'</p>
<p>Example: "&lt;when below [3] [Culture]&gt;"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when between [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] and [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>/<abbr title="The name of any resource.">resource</abbr>]&gt;</summary>
<p>Stats refers to the accumulated <abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>, not <abbr title="This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!">stat</abbr>-per-turn. Therefore, does not support Happiness. 'Between' is inclusive - so 'between 1 and 5' includes 1 and 5.</p>
<p>Example: "&lt;when between [3] and [3] [Culture]&gt;"</p>
<p>This unique's effect can be modified with &lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in this city&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in [cityFilter] cities&gt;</summary>
<p>Example: "&lt;in [in all cities] cities&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities connected to the capital&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with a [religionFilter] religion&gt;</summary>
<p>Example: "&lt;in cities with a [major] religion&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities not following a [religionFilter] religion&gt;</summary>
<p>Example: "&lt;in cities not following a [major] religion&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with a major religion&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with an enhanced religion&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities following our religion&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with a [buildingFilter]&gt;</summary>
<p>Example: "&lt;in cities with a [Culture]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities without a [buildingFilter]&gt;</summary>
<p>Example: "&lt;in cities without a [Culture]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with at least [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] [populationFilter]&gt;</summary>
<p>Example: "&lt;in cities with at least [3] [Followers of this Religion]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] [populationFilter]&gt;</summary>
<p>Example: "&lt;in cities with [3] [Followers of this Religion]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with between [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] and [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [populationFilter]&gt;</summary>
<p>'Between' is inclusive - so 'between 1 and 5' includes 1 and 5.</p>
<p>Example: "&lt;in cities with between [3] and [3] [Followers of this Religion]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in cities with less than [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [populationFilter]&gt;</summary>
<p>Example: "&lt;in cities with less than [3] [Followers of this Religion]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;with a garrison&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;for [mapUnitFilter] units&gt;</summary>
<p>Example: "&lt;for [Wounded] units&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when [mapUnitFilter]&gt;</summary>
<p>Example: "&lt;when [Wounded]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;for units with [<abbr title="The name of any promotion.">promotion</abbr>]&gt;</summary>
<p>Also applies to units with temporary status</p>
<p>Example: "&lt;for units with [Shock I]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;for units without [<abbr title="The name of any promotion.">promotion</abbr>]&gt;</summary>
<p>Also applies to units with temporary status</p>
<p>Example: "&lt;for units without [Shock I]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;vs cities&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;vs [mapUnitFilter] units&gt;</summary>
<p>Example: "&lt;vs [Wounded] units&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;vs [<abbr title="This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`.">combatantFilter</abbr>]&gt;</summary>
<p>Example: "&lt;vs [City]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when fighting units from a Civilization with more Cities than you&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when attacking&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when defending&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when fighting in [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles&gt;</summary>
<p>Example: "&lt;when fighting in [Farm] tiles&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;on foreign continents&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when adjacent to a [mapUnitFilter] unit&gt;</summary>
<p>Example: "&lt;when adjacent to a [Wounded] unit&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when above [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] HP&gt;</summary>
<p>Example: "&lt;when above [3] HP&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when below [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] HP&gt;</summary>
<p>Example: "&lt;when below [3] HP&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if it hasn't used other actions yet&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when stacked with a [mapUnitFilter] unit&gt;</summary>
<p>Example: "&lt;when stacked with a [Wounded] unit&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;with [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] to [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] neighboring [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles&gt;</summary>
<p>Example: "&lt;with [3] to [3] neighboring [Farm] tiles&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles&gt;</summary>
<p>Example: "&lt;in [Farm] tiles&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in tiles without [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]&gt;</summary>
<p>Example: "&lt;in tiles without [Farm]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;within [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] tiles of a [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]&gt;</summary>
<p>Example: "&lt;within [3] tiles of a [Farm]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in tiles adjacent to [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles&gt;</summary>
<p>Example: "&lt;in tiles adjacent to [Farm] tiles&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in tiles not adjacent to [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tiles&gt;</summary>
<p>Example: "&lt;in tiles not adjacent to [Farm] tiles&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;on water maps&gt;</summary>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in [regionType] Regions&gt;</summary>
<p>Example: "&lt;in [Hybrid] Regions&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;in all except [regionType] Regions&gt;</summary>
<p>Example: "&lt;in all except [Hybrid] Regions&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when number of [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>] is equal to [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>]&gt;</summary>
<p>Example: "&lt;when number of [1000] is equal to [1000]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when number of [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>] is different than [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>]&gt;</summary>
<p>Example: "&lt;when number of [1000] is different than [1000]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when number of [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>] is more than [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>]&gt;</summary>
<p>Example: "&lt;when number of [1000] is more than [1000]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when number of [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>] is less than [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>]&gt;</summary>
<p>Example: "&lt;when number of [1000] is less than [1000]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;when number of [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>] is between [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>] and [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>]&gt;</summary>
<p>'Between' is inclusive - so 'between 1 and 5' includes 1 and 5.</p>
<p>Example: "&lt;when number of [1000] is between [1000] and [1000]&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [<abbr title="A Mod name, case-sensitive _or_ a simple wildcard filter beginning and ending in an Asterisk, case-insensitive.">modFilter</abbr>] is enabled&gt;</summary>
<p>Example: "&lt;if [DeCiv Redux] is enabled&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<details class="example">
<summary>&lt;if [<abbr title="A Mod name, case-sensitive _or_ a simple wildcard filter beginning and ending in an Asterisk, case-insensitive.">modFilter</abbr>] is not enabled&gt;</summary>
<p>Example: "&lt;if [DeCiv Redux] is not enabled&gt;"</p>
<p>Applicable to: Conditional</p>
</details>
<h2 id="triggercondition-uniques">TriggerCondition uniques</h2>
<div class="admonition note">
<p>Special conditionals that can be added to Triggerable uniques, to make them activate upon specific actions.</p>
</div>
<details class="example">
<summary>&lt;upon discovering [techFilter] technology&gt;</summary>
<p>Example: "&lt;upon discovering [Agriculture] technology&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon entering the [<abbr title="The name of any era.">era</abbr>]&gt;</summary>
<p>Example: "&lt;upon entering the [Ancient <abbr title="The name of any era.">era</abbr>]&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon entering a new <abbr title="The name of any era.">era</abbr>&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon adopting [<abbr title="The name of any policy.">policy</abbr>/<abbr title="The name of any belief.">belief</abbr>]&gt;</summary>
<p>Example: "&lt;upon adopting [Oligarchy]&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon declaring war on [civFilter] Civilizations&gt;</summary>
<p>Example: "&lt;upon declaring war on [City-States] Civilizations&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon being declared war on by [civFilter] Civilizations&gt;</summary>
<p>Example: "&lt;upon being declared war on by [City-States] Civilizations&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon entering a war with [civFilter] Civilizations&gt;</summary>
<p>Example: "&lt;upon entering a war with [City-States] Civilizations&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon declaring friendship&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon declaring a defensive pact&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon entering a Golden Age&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon ending a Golden Age&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon conquering a city&gt;</summary>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon losing a city&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon founding a city&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon building a [improvementFilter] improvement&gt;</summary>
<p>Example: "&lt;upon building a [All Road] improvement&gt;"</p>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon discovering a Natural Wonder&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon constructing [buildingFilter]&gt;</summary>
<p>Example: "&lt;upon constructing [Culture]&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon constructing [buildingFilter] [cityFilter]&gt;</summary>
<p>Example: "&lt;upon constructing [Culture] [in all cities]&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon gaining a [baseUnitFilter] unit&gt;</summary>
<p>Example: "&lt;upon gaining a [Melee] unit&gt;"</p>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon turn end&gt;</summary>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon turn start&gt;</summary>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon founding a Pantheon&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon founding a Religion&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon enhancing a Religion&gt;</summary>
<p>Applicable to: TriggerCondition</p>
</details>
<h2 id="unittriggercondition-uniques">UnitTriggerCondition uniques</h2>
<div class="admonition note">
<p>Special conditionals that can be added to UnitTriggerable uniques, to make them activate upon specific actions.</p>
</div>
<details class="example">
<summary>&lt;upon conquering a city&gt;</summary>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon building a [improvementFilter] improvement&gt;</summary>
<p>Example: "&lt;upon building a [All Road] improvement&gt;"</p>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon turn end&gt;</summary>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon turn start&gt;</summary>
<p>Applicable to: TriggerCondition, UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon entering combat&gt;</summary>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon damaging a [mapUnitFilter] unit&gt;</summary>
<p>Can apply triggers to to damaged unit by setting the first parameter to 'Target Unit'</p>
<p>Example: "&lt;upon damaging a [Wounded] unit&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon defeating a [mapUnitFilter] unit&gt;</summary>
<p>Example: "&lt;upon defeating a [Wounded] unit&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon expending a [mapUnitFilter] unit&gt;</summary>
<p>Example: "&lt;upon expending a [Wounded] unit&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon being defeated&gt;</summary>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon being promoted&gt;</summary>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon gaining the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr>&gt;</summary>
<p>Example: "&lt;upon gaining the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon losing the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr>&gt;</summary>
<p>Example: "&lt;upon losing the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon gaining the [<abbr title="The name of any promotion.">promotion</abbr>] status&gt;</summary>
<p>Example: "&lt;upon gaining the [Shock I] status&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon losing the [<abbr title="The name of any promotion.">promotion</abbr>] status&gt;</summary>
<p>Example: "&lt;upon losing the [Shock I] status&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon losing at least [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] HP in a single attack&gt;</summary>
<p>Example: "&lt;upon losing at least [3] HP in a single attack&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon ending a turn in a [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tile&gt;</summary>
<p>Example: "&lt;upon ending a turn in a [Farm] tile&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon discovering a [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tile&gt;</summary>
<p>Example: "&lt;upon discovering a [Farm] tile&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<details class="example">
<summary>&lt;upon entering a [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>] tile&gt;</summary>
<p>Example: "&lt;upon entering a [Farm] tile&gt;"</p>
<p>Applicable to: UnitTriggerCondition</p>
</details>
<h2 id="unitactionmodifier-uniques">UnitActionModifier uniques</h2>
<div class="admonition note">
<p>Modifiers that can be added to UnitAction uniques as conditionals</p>
</div>
<details class="example">
<summary>&lt;by consuming this unit&gt;</summary>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;for [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] movement&gt;</summary>
<p>Will consume up to [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] of Movement to execute</p>
<p>Example: "&lt;for [3] movement&gt;"</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;for all movement&gt;</summary>
<p>Will consume all Movement to execute</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;requires [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] movement&gt;</summary>
<p>Requires [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] of Movement to execute. Unit's Movement is rounded up</p>
<p>Example: "&lt;requires [3] movement&gt;"</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;costs [<abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>] <abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>&gt;</summary>
<p>A positive Integer value will be subtracted from your stock. Food and Production will be removed from Closest City's current stock</p>
<p>Example: "&lt;costs [+1 Gold, +2 Production] <abbr title="For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!">stats</abbr>&gt;"</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]&gt;</summary>
<p>A positive Integer value will be subtracted from your stock. Do not confuse with "Costs [<abbr title="This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.">amount</abbr>] [<abbr title="The name of any stockpiled resource.">stockpiledResource</abbr>]" (uppercase 'C') for Improvements, Buildings, and Units.</p>
<p>Example: "&lt;costs [3] [Mana]&gt;"</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;removing the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr>/status&gt;</summary>
<p>Removes the <abbr title="The name of any promotion.">promotion</abbr>/status from the unit - this is not a cost, units will be able to activate the action even without the <abbr title="The name of any promotion.">promotion</abbr>/status. To limit, use &lt;with the [<abbr title="The name of any promotion.">promotion</abbr>] <abbr title="The name of any promotion.">promotion</abbr>&gt; conditional</p>
<p>Example: "&lt;removing the [Shock I] <abbr title="The name of any promotion.">promotion</abbr>/status&gt;"</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;once&gt;</summary>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;[<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] times&gt;</summary>
<p>Example: "&lt;[3] times&gt;"</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;[<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] additional time(s)&gt;</summary>
<p>Example: "&lt;[3] additional time(s)&gt;"</p>
<p>Applicable to: UnitActionModifier</p>
</details>
<details class="example">
<summary>&lt;after which this unit is consumed&gt;</summary>
<p>Applicable to: UnitActionModifier</p>
</details>
<h2 id="metamodifier-uniques">MetaModifier uniques</h2>
<div class="admonition note">
<p>Modifiers that can be added to other uniques changing user experience, not their behavior</p>
</div>
<details class="example">
<summary>&lt;for [<abbr title="This indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional.">nonNegativeAmount</abbr>] turns&gt;</summary>
<p>Turns this unique into a trigger, activating this unique as a <em>global</em> unique for a number of turns</p>
<p>Example: "&lt;for [3] turns&gt;"</p>
<p>Applicable to: MetaModifier</p>
</details>
<details class="example">
<summary>&lt;hidden from users&gt;</summary>
<p>Applicable to: MetaModifier</p>
</details>
<details class="example">
<summary>&lt;for every [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>]&gt;</summary>
<p>Works for positive numbers only</p>
<p>Example: "&lt;for every [1000]&gt;"</p>
<p>Applicable to: MetaModifier</p>
</details>
<details class="example">
<summary>&lt;for every adjacent [<abbr title="Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'">tileFilter</abbr>]&gt;</summary>
<p>Works for positive numbers only</p>
<p>Example: "&lt;for every adjacent [Farm]&gt;"</p>
<p>Applicable to: MetaModifier</p>
</details>
<details class="example">
<summary>&lt;for every [<abbr title="This indicates a positive whole number, larger than zero, a '+' sign is optional.">positiveAmount</abbr>] [<abbr title="This indicates a number or a numeric variable.They can be tested in the developer console with `civ checkcountable` - for example, `civ checkcountable &quot;[Iron]+2&quot;`.">countable</abbr>]&gt;</summary>
<p>Works for positive numbers only</p>
<p>Example: "&lt;for every [3] [1000]&gt;"</p>
<p>Applicable to: MetaModifier</p>
</details>
<details class="example">
<summary>&lt;(modified by game <abbr title="The name of any speed.">speed</abbr>)&gt;</summary>
<p>Can only be applied to certain uniques, see details of each unique for specifics</p>
<p>Applicable to: MetaModifier</p>
</details>
<details class="example">
<summary>&lt;(modified by game progress up to [<abbr title="This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).">relativeAmount</abbr>]%)&gt;</summary>
<p>Can only be applied to certain uniques, see details of each unique for specifics</p>
<p>Example: "&lt;(modified by game progress up to [+20]%)&gt;"</p>
<p>Applicable to: MetaModifier</p>
</details>
<details class="example">
<summary>&lt;Suppress warning [<abbr title="Suppresses one specific Ruleset validation warning. This can specify the full text verbatim including correct upper/lower case, or it can be a wildcard case-insensitive simple pattern starting and ending in an asterisk ('*'). If the suppression unique is used within an object or as modifier (not ModOptions), the wildcard symbols can be omitted, as selectivity is better due to the limited scope.">validationWarning</abbr>]&gt;</summary>
<p>Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.</p>
<p>Example: "&lt;Suppress warning [Tinman is supposed to automatically upgrade at <abbr title="The name of any tech.">tech</abbr> Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- <em>is supposed to automatically upgrade</em>]&gt;"</p>
<p>This unique does not support conditionals.</p>
<p>This unique is automatically hidden from users.</p>
<p>Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier</p>
</details>
<p>Note that this must use the Mod name as Unciv displays it, not the Repository name.
There is a conversion affecting dashes and leading/trailing blanks. Please make sure not to get confused.</p>
</article>
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