Uniques
An overview of uniques can be found here
Simple unique parameters are explained by mouseover. Complex parameters are explained in Unique parameter types
Triggerable uniques
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 event.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.
Gain a free [buildingName] [cityFilter]
Free buildings CANNOT be self-removing - this leads to an endless loop of trying to add the building Example: "Gain a free [Library] [in all cities]"
Applicable to: Triggerable, Global
Remove [buildingFilter] [cityFilter]
Example: "Remove [Culture] [in all cities]"
Applicable to: Triggerable, Global
Sell [buildingFilter] buildings [cityFilter]
Example: "Sell [Culture] buildings [in all cities]"
Applicable to: Triggerable, Global
Free [unit] appears
Example: "Free [Musketman] appears"
Applicable to: Triggerable
[positiveAmount] free [unit] units appear
Example: "[3] free [Musketman] units appear"
Applicable to: Triggerable
Free Social Policy
Applicable to: Triggerable
[positiveAmount] Free Social Policies
Example: "[3] Free Social Policies"
Applicable to: Triggerable
Empire enters golden age
Applicable to: Triggerable
Empire enters a [positiveAmount]-turn Golden Age
Example: "Empire enters a [3]-turn Golden Age"
Applicable to: Triggerable
Free Great Person
Applicable to: Triggerable
[amount] population [cityFilter]
Example: "[3] population [in all cities]"
Applicable to: Triggerable
[amount] population in a random city
Example: "[3] population in a random city"
Applicable to: Triggerable
Discover [tech]
Example: "Discover [Agriculture]"
Applicable to: Triggerable
Adopt [policy]
Example: "Adopt [Oligarchy]"
Applicable to: Triggerable
Remove [policy]
Example: "Remove [Oligarchy]"
Applicable to: Triggerable
Remove [policy] and refund [amount]% of its cost
Example: "Remove [Oligarchy] and refund [3]% of its cost"
Applicable to: Triggerable
Free Technology
Applicable to: Triggerable
[positiveAmount] Free Technologies
Example: "[3] Free Technologies"
Applicable to: Triggerable
[positiveAmount] free random researchable Tech(s) from the [era]
Example: "[3] free random researchable Tech(s) from the [Ancient era]"
Applicable to: Triggerable
Reveals the entire map
Applicable to: Triggerable
Gain a free [beliefType] belief
Example: "Gain a free [Follower] belief"
Applicable to: Triggerable
Triggers voting for the Diplomatic Victory
Applicable to: Triggerable
Instantly consumes [positiveAmount] [stockpiledResource]
Example: "Instantly consumes [3] [Mana]"
Applicable to: Triggerable
Instantly provides [positiveAmount] [stockpiledResource]
Example: "Instantly provides [3] [Mana]"
Applicable to: Triggerable
Instantly gain [amount] [stockpile]
Example: "Instantly gain [3] [Mana]"
This unique's effect can be modified with <(modified by game speed)> Applicable to: Triggerable
Gain [amount] [stat]
Example: "Gain [3] [Culture]"
This unique's effect can be modified with <(modified by game speed)> Applicable to: Triggerable
Gain [amount]-[amount] [stat]
Example: "Gain [3]-[3] [Culture]"
Applicable to: Triggerable
Gain enough Faith for a Pantheon
Applicable to: Triggerable
Gain enough Faith for [amount]% of a Great Prophet
Example: "Gain enough Faith for [3]% of a Great Prophet"
Applicable to: Triggerable
Gain control over [tileFilter] tiles in a [amount]-tile radius
Example: "Gain control over [Farm] tiles in a [3]-tile radius"
Applicable to: Triggerable
Reveal up to [positiveAmount/'all'] [tileFilter] within a [positiveAmount] tile radius
Example: "Reveal up to [3] [Farm] within a [3] tile radius"
Applicable to: Triggerable
Triggers the following global alert: [comment]
Example: "Triggers the following global alert: [comment]"
Applicable to: Triggerable
Promotes all spies [amount] time(s)
Example: "Promotes all spies [3] time(s)"
Applicable to: Triggerable
Gain an extra spy
Applicable to: Triggerable
Turn this tile into a [terrainName] tile
Example: "Turn this tile into a [Forest] tile"
Applicable to: Triggerable
[mapUnitFilter] units gain the [promotion] promotion
Works only with promotions that are valid for the unit's type - or for promotions that do not specify any. Example: "[Wounded] units gain the [Shock I] promotion"
Applicable to: Triggerable
Provides the cheapest [stat] building in your first [positiveAmount] cities for free
Example: "Provides the cheapest [Culture] building in your first [3] cities for free"
Applicable to: Triggerable
Provides a [buildingName] in your first [positiveAmount] cities for free
Example: "Provides a [Library] in your first [3] cities for free"
Applicable to: Triggerable
Triggers a [event] event
Example: "Triggers a [Inspiration] event"
Applicable to: Triggerable
Mark tutorial [comment] complete
Example: "Mark tutorial [comment] complete"
Applicable to: Triggerable
Suppress warning [validationWarning]
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. Example: "Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"
Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier
UnitTriggerable uniques
Uniques that have immediate, one-time effects on a unit.They can be added to units (on unit, unit type, or promotion) to grant them the ability to trigger this effect as an action, which can be modified with UnitActionModifier and UnitTriggerCondition conditionals.
[unitTriggerTarget] heals [positiveAmount] HP
Example: "[This Unit] heals [3] HP"
Applicable to: UnitTriggerable
[unitTriggerTarget] takes [positiveAmount] damage
Example: "[This Unit] takes [3] damage"
Applicable to: UnitTriggerable
[unitTriggerTarget] gains [amount] XP
Example: "[This Unit] gains [3] XP"
Applicable to: UnitTriggerable
[unitTriggerTarget] upgrades for free
Example: "[This Unit] upgrades for free"
Applicable to: UnitTriggerable
[unitTriggerTarget] upgrades for free including special upgrades
Example: "[This Unit] upgrades for free including special upgrades"
Applicable to: UnitTriggerable
[unitTriggerTarget] gains the [promotion] promotion
Example: "[This Unit] gains the [Shock I] promotion"
Applicable to: UnitTriggerable
[unitTriggerTarget] loses the [promotion] promotion
Example: "[This Unit] loses the [Shock I] promotion"
Applicable to: UnitTriggerable
[unitTriggerTarget] gains [amount] movement
Example: "[This Unit] gains [3] movement"
Applicable to: UnitTriggerable
[unitTriggerTarget] loses [amount] movement
Example: "[This Unit] loses [3] movement"
Applicable to: UnitTriggerable
[unitTriggerTarget] gains the [promotion] status for [positiveAmount] turn(s)
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 start of turn, so bonuses applied for 1 turn are stll applied during other civ's turns. Example: "[This Unit] gains the [Shock I] status for [3] turn(s)"
Applicable to: UnitTriggerable
[unitTriggerTarget] loses the [promotion] status
Example: "[This Unit] loses the [Shock I] status"
Applicable to: UnitTriggerable
[unitTriggerTarget] is destroyed
Example: "[This Unit] is destroyed"
Applicable to: UnitTriggerable
Global uniques
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.
[stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Global, Terrain, Improvement
[stats] [cityFilter]
Example: "[+1 Gold, +2 Production] [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from every specialist [cityFilter]
Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
Applicable to: Global, FollowerBelief
[stats] per [amount] population [cityFilter]
Example: "[+1 Gold, +2 Production] per [3] population [in all cities]"
Applicable to: Global, FollowerBelief
[stats] per [amount] social policies adopted
Only works for civ-wide stats Example: "[+1 Gold, +2 Production] per [3] social policies adopted"
Applicable to: Global
[stats] per every [amount] [civWideStat]
Example: "[+1 Gold, +2 Production] per every [3] [Gold]"
Applicable to: Global
[stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"
Applicable to: Global, FollowerBelief
[stats] from all [buildingFilter] buildings
Example: "[+1 Gold, +2 Production] from all [Culture] buildings"
Applicable to: Global, FollowerBelief
[stats] from [tileFilter] tiles [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from every [tileFilter/specialist/buildingFilter]
Example: "[+1 Gold, +2 Production] from every [Farm]"
Applicable to: Global, FollowerBelief
[stats] from each Trade Route
Example: "[+1 Gold, +2 Production] from each Trade Route"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat]
Example: "[+20]% [Culture]"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat] [cityFilter]
Example: "[+20]% [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat] from every [tileFilter/buildingFilter]
Example: "[+20]% [Culture] from every [Farm]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Yield from every [tileFilter/buildingFilter]
Example: "[+20]% Yield from every [Farm]"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat] from City-States
Example: "[+20]% [Culture] from City-States"
Applicable to: Global
[relativeAmount]% [stat] from Trade Routes
Example: "[+20]% [Culture] from Trade Routes"
Applicable to: Global
Nullifies [stat] [cityFilter]
Example: "Nullifies [Culture] [in all cities]"
Applicable to: Global
Nullifies Growth [cityFilter]
Example: "Nullifies Growth [in all cities]"
Applicable to: Global
[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]
Example: "[+20]% Production when constructing [Culture] buildings [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]
Example: "[+20]% Production when constructing [Melee] units [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[+20]% Production when constructing [Culture] wonders [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Production towards any buildings that already exist in the Capital
Example: "[+20]% Production towards any buildings that already exist in the Capital"
Applicable to: Global, FollowerBelief
Military Units gifted from City-States start with [amount] XP
Example: "Military Units gifted from City-States start with [3] XP"
Applicable to: Global
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation
Example: "Militaristic City-States grant units [3] times as fast when you are at war with a common nation"
Applicable to: Global
Gifts of Gold to City-States generate [relativeAmount]% more Influence
Example: "Gifts of Gold to City-States generate [+20]% more Influence"
Applicable to: Global
Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.
Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [3] turns."
Applicable to: Global
City-State territory always counts as friendly territory
Applicable to: Global
Allied City-States will occasionally gift Great People
Applicable to: Global
[relativeAmount]% City-State Influence degradation
Example: "[+20]% City-State Influence degradation"
Applicable to: Global
Resting point for Influence with City-States is increased by [amount]
Example: "Resting point for Influence with City-States is increased by [3]"
Applicable to: Global
Allied City-States provide [stat] equal to [relativeAmount]% of what they produce for themselves
Example: "Allied City-States provide [Culture] equal to [+20]% of what they produce for themselves"
Applicable to: Global
[relativeAmount]% resources gifted by City-States
Example: "[+20]% resources gifted by City-States"
Applicable to: Global
[relativeAmount]% Happiness from luxury resources gifted by City-States
Example: "[+20]% Happiness from luxury resources gifted by City-States"
Applicable to: Global
City-State Influence recovers at twice the normal rate
Applicable to: Global
[relativeAmount]% growth [cityFilter]
Example: "[+20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Food is carried over after population increases [cityFilter]
Example: "[3]% Food is carried over after population increases [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Food consumption by specialists [cityFilter]
Example: "[+20]% Food consumption by specialists [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% unhappiness from the number of cities
Example: "[+20]% unhappiness from the number of cities"
Applicable to: Global
[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]
Example: "[+20]% Unhappiness from [Followers of this Religion] [in all cities]"
Applicable to: Global, FollowerBelief
[amount] Happiness from each type of luxury resource
Example: "[3] Happiness from each type of luxury resource"
Applicable to: Global
Retain [relativeAmount]% of the happiness from a luxury after the last copy has been traded away
Example: "Retain [+20]% of the happiness from a luxury after the last copy has been traded away"
Applicable to: Global
[relativeAmount]% of excess happiness converted to [stat]
Example: "[+20]% of excess happiness converted to [Culture]"
Applicable to: Global
Cannot build [baseUnitFilter] units
Example: "Cannot build [Melee] units"
Applicable to: Global
Enables construction of Spaceship parts
Applicable to: Global
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])
Example: "May buy [Melee] units for [3] [Culture] [in all cities] at an increasing price ([3])"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
Example: "May buy [Culture] buildings for [3] [Culture] [in all cities] at an increasing price ([3])"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
Example: "May buy [Melee] units for [3] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
Example: "May buy [Culture] buildings for [3] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units with [stat] [cityFilter]
Example: "May buy [Melee] units with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings with [stat] [cityFilter]
Example: "May buy [Culture] buildings with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
Example: "May buy [Melee] units with [Culture] for [3] times their normal Production cost"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
Example: "May buy [Culture] buildings with [Culture] for [3] times their normal Production cost"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing items in cities [relativeAmount]%
Example: "[Culture] cost of purchasing items in cities [+20]%"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%
Example: "[Culture] cost of purchasing [Culture] buildings [+20]%"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%
Example: "[Culture] cost of purchasing [Melee] units [+20]%"
Applicable to: Global, FollowerBelief
Enables conversion of city production to [civWideStat]
Example: "Enables conversion of city production to [Gold]"
Applicable to: Global
Production to [civWideStat] conversion in cities changed by [relativeAmount]%
Example: "Production to [Gold] conversion in cities changed by [+20]%"
Applicable to: Global
Improves movement speed on roads
Applicable to: Global
Roads connect tiles across rivers
Applicable to: Global
[relativeAmount]% maintenance on road & railroads
Example: "[+20]% maintenance on road & railroads"
Applicable to: Global
No Maintenance costs for improvements in [tileFilter] tiles
Example: "No Maintenance costs for improvements in [Farm] tiles"
Applicable to: Global
[relativeAmount]% construction time for [improvementFilter] improvements
Example: "[+20]% construction time for [All Road] improvements"
Applicable to: Global, Unit
Can build [improvementFilter] improvements at a [relativeAmount]% rate
Example: "Can build [All Road] improvements at a [+20]% rate"
Applicable to: Global, Unit
Gain a free [buildingName] [cityFilter]
Free buildings CANNOT be self-removing - this leads to an endless loop of trying to add the building Example: "Gain a free [Library] [in all cities]"
Applicable to: Triggerable, Global
[relativeAmount]% maintenance cost for buildings [cityFilter]
Example: "[+20]% maintenance cost for buildings [in all cities]"
Applicable to: Global, FollowerBelief
Remove [buildingFilter] [cityFilter]
Example: "Remove [Culture] [in all cities]"
Applicable to: Triggerable, Global
Sell [buildingFilter] buildings [cityFilter]
Example: "Sell [Culture] buildings [in all cities]"
Applicable to: Triggerable, Global
[relativeAmount]% Culture cost of natural border growth [cityFilter]
Example: "[+20]% Culture cost of natural border growth [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Gold cost of acquiring tiles [cityFilter]
Example: "[+20]% Gold cost of acquiring tiles [in all cities]"
Applicable to: Global, FollowerBelief
Each city founded increases culture cost of policies [relativeAmount]% less than normal
Example: "Each city founded increases culture cost of policies [+20]% less than normal"
Applicable to: Global
[relativeAmount]% Culture cost of adopting new Policies
Example: "[+20]% Culture cost of adopting new Policies"
Applicable to: Global
[stats] for every known Natural Wonder
Example: "[+1 Gold, +2 Production] for every known Natural Wonder"
Applicable to: Global
[stats] for discovering a Natural Wonder (bonus enhanced to [stats] if first to discover it)
Example: "[+1 Gold, +2 Production] for discovering a Natural Wonder (bonus enhanced to [+1 Gold, +2 Production] if first to discover it)"
Applicable to: Global
[relativeAmount]% Great Person generation [cityFilter]
Example: "[+20]% Great Person generation [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Gold from Great Merchant trade missions
Example: "[+20]% Gold from Great Merchant trade missions"
Applicable to: Global
Great General provides double combat bonus
Applicable to: Global, Unit
Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once.
Example: "Receive a free Great Person at the end of every [comment] (every 394 years), after researching [Agriculture]. Each bonus person can only be chosen once."
Applicable to: Global
Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
Applicable to: Global
[amount] Unit Supply
Example: "[3] Unit Supply"
Applicable to: Global
[amount] Unit Supply per [amount] population [cityFilter]
Example: "[3] Unit Supply per [3] population [in all cities]"
Applicable to: Global
[amount] Unit Supply per city
Example: "[3] Unit Supply per city"
Applicable to: Global
[amount] units cost no maintenance
Example: "[3] units cost no maintenance"
Applicable to: Global
Units in cities cost no Maintenance
Applicable to: Global
Enables embarkation for land units
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Global
Enables [mapUnitFilter] units to enter ocean tiles
Example: "Enables [Wounded] units to enter ocean tiles"
Applicable to: Global
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned
Example: "Land units may cross [Forest] tiles after the first [Melee] is earned"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Global
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory
Example: "Enemy [Wounded] units must spend [3] extra movement points when inside your territory"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Global
New [baseUnitFilter] units start with [amount] Experience [cityFilter]
Example: "New [Melee] units start with [3] Experience [in all cities]"
Applicable to: Global, FollowerBelief
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion
Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"
Applicable to: Global, FollowerBelief
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing
Example: "[Wounded] Units adjacent to this city heal [3] HP per turn when healing"
Applicable to: Global, FollowerBelief
[relativeAmount]% City Strength from defensive buildings
Example: "[+20]% City Strength from defensive buildings"
Applicable to: Global
[relativeAmount]% Strength for cities
Example: "[+20]% Strength for cities"
Applicable to: Global, FollowerBelief
Provides [amount] [resource]
Example: "Provides [3] [Iron]"
Applicable to: Global, FollowerBelief, Improvement
Quantity of strategic resources produced by the empire +[relativeAmount]%
Example: "Quantity of strategic resources produced by the empire +[+20]%"
Applicable to: Global
Double quantity of [resource] produced
Example: "Double quantity of [Iron] produced"
Applicable to: Global
Enables Open Borders agreements
Applicable to: Global
Enables Research agreements
Applicable to: Global
Science gained from research agreements [relativeAmount]%
Example: "Science gained from research agreements [+20]%"
Applicable to: Global
Enables Defensive Pacts
Applicable to: Global
When declaring friendship, both parties gain a [relativeAmount]% boost to great person generation
Example: "When declaring friendship, both parties gain a [+20]% boost to great person generation"
Applicable to: Global
Influence of all other civilizations with all city-states degrades [relativeAmount]% faster
Example: "Influence of all other civilizations with all city-states degrades [+20]% faster"
Applicable to: Global
Gain [amount] Influence with a [baseUnitFilter] gift to a City-State
Example: "Gain [3] Influence with a [Melee] gift to a City-State"
Applicable to: Global
Resting point for Influence with City-States following this religion [amount]
Example: "Resting point for Influence with City-States following this religion [3]"
Applicable to: Global
Notified of new Barbarian encampments
Applicable to: Global
Receive triple Gold from Barbarian encampments and pillaging Cities
Applicable to: Global
When conquering an encampment, earn [amount] Gold and recruit a Barbarian unit
Example: "When conquering an encampment, earn [3] Gold and recruit a Barbarian unit"
Applicable to: Global
When defeating a [mapUnitFilter] unit, earn [amount] Gold and recruit it
Example: "When defeating a [Wounded] unit, earn [3] Gold and recruit it"
Applicable to: Global
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion
Example: "May choose [3] additional [Follower] beliefs when [founding] a religion"
Applicable to: Global
May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion
Example: "May choose [3] additional belief(s) of any type when [founding] a religion"
Applicable to: Global
[stats] when a city adopts this religion for the first time
Example: "[+1 Gold, +2 Production] when a city adopts this religion for the first time"
This unique's effect can be modified with <(modified by game speed)> Applicable to: Global
[relativeAmount]% Natural religion spread [cityFilter]
Example: "[+20]% Natural religion spread [in all cities]"
Applicable to: Global, FollowerBelief
Religion naturally spreads to cities [amount] tiles away
Example: "Religion naturally spreads to cities [3] tiles away"
Applicable to: Global, FollowerBelief
May not generate great prophet equivalents naturally
Applicable to: Global
[relativeAmount]% Faith cost of generating Great Prophet equivalents
Example: "[+20]% Faith cost of generating Great Prophet equivalents"
Applicable to: Global
[relativeAmount]% spy effectiveness [cityFilter]
Example: "[+20]% spy effectiveness [in all cities]"
Applicable to: Global
[relativeAmount]% enemy spy effectiveness [cityFilter]
Example: "[+20]% enemy spy effectiveness [in all cities]"
Applicable to: Global
New spies start with [amount] level(s)
Example: "New spies start with [3] level(s)"
Applicable to: Global
Triggers victory
Applicable to: Global
Triggers a Cultural Victory upon completion
Applicable to: Global
May buy items in puppet cities
Applicable to: Global
May not annex cities
Applicable to: Global
"Borrows" city names from other civilizations in the game
Applicable to: Global
Cities are razed [amount] times as fast
Example: "Cities are razed [3] times as fast"
Applicable to: Global
Receive a tech boost when scientific buildings/wonders are built in capital
Applicable to: Global
[relativeAmount]% Golden Age length
Example: "[+20]% Golden Age length"
Applicable to: Global
Population loss from nuclear attacks [relativeAmount]% [cityFilter]
Example: "Population loss from nuclear attacks [+20]% [in all cities]"
Applicable to: Global
Damage to garrison from nuclear attacks [relativeAmount]% [cityFilter]
Example: "Damage to garrison from nuclear attacks [+20]% [in all cities]"
Applicable to: Global
Rebel units may spawn
Applicable to: Global
[relativeAmount]% Strength
Example: "[+20]% Strength"
Applicable to: Global, Unit
[relativeAmount]% Strength decreasing with distance from the capital
Example: "[+20]% Strength decreasing with distance from the capital"
Applicable to: Global, Unit
[relativeAmount]% to Flank Attack bonuses
Example: "[+20]% to Flank Attack bonuses"
Applicable to: Global, Unit
[amount] additional attacks per turn
Example: "[3] additional attacks per turn"
Applicable to: Global, Unit
[amount] Movement
Example: "[3] Movement"
Applicable to: Global, Unit
[amount] Sight
Example: "[3] Sight"
Applicable to: Global, Unit, Terrain
[amount] Range
Example: "[3] Range"
Applicable to: Global, Unit
[relativeAmount] Air Interception Range
Example: "[+20] Air Interception Range"
Applicable to: Global, Unit
[amount] HP when healing
Example: "[3] HP when healing"
Applicable to: Global, Unit
[relativeAmount]% Spread Religion Strength
Example: "[+20]% Spread Religion Strength"
Applicable to: Global, Unit
When spreading religion to a city, gain [amount] times the amount of followers of other religions as [stat]
Example: "When spreading religion to a city, gain [3] times the amount of followers of other religions as [Culture]"
Applicable to: Global, Unit
Ranged attacks may be performed over obstacles
Applicable to: Global, Unit
No defensive terrain bonus
Applicable to: Global, Unit
No defensive terrain penalty
Applicable to: Global, Unit
No damage penalty for wounded units
Applicable to: Global, Unit
Unable to capture cities
Applicable to: Global, Unit
Unable to pillage tiles
Applicable to: Global, Unit
No movement cost to pillage
Applicable to: Global, Unit
May heal outside of friendly territory
Applicable to: Global, Unit
All healing effects doubled
Applicable to: Global, Unit
Heals [amount] damage if it kills a unit
Example: "Heals [3] damage if it kills a unit"
Applicable to: Global, Unit
Can only heal by pillaging
Applicable to: Global, Unit
[relativeAmount]% maintenance costs
Example: "[+20]% maintenance costs"
Applicable to: Global, Unit
[relativeAmount]% Gold cost of upgrading
Example: "[+20]% Gold cost of upgrading"
Applicable to: Global, Unit
Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat]
Example: "Earn [3]% of the damage done to [City] units as [Gold]"
Applicable to: Global, Unit
Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately
Example: "Upon capturing a city, receive [3] times its [Culture] production as [Gold] immediately"
Applicable to: Global, Unit
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat]
Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Gold]"
Applicable to: Global, Unit
[amount] XP gained from combat
Example: "[3] XP gained from combat"
Applicable to: Global, Unit
[relativeAmount]% XP gained from combat
Example: "[+20]% XP gained from combat"
Applicable to: Global, Unit
[greatPerson] is earned [relativeAmount]% faster
Example: "[Great General] is earned [+20]% faster"
Applicable to: Global, Unit
[amount] Movement point cost to disembark
Example: "[3] Movement point cost to disembark"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Global, Unit
[amount] Movement point cost to embark
Example: "[3] Movement point cost to embark"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Global, Unit
Nation uniques
Will not be chosen for new games
Applicable to: Nation
Starts with [tech]
Example: "Starts with [Agriculture]"
Applicable to: Nation
Starts with [policy] adopted
Example: "Starts with [Oligarchy] adopted"
Applicable to: Nation
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.
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Nation
Units ignore terrain costs when moving into any tile with Hills
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Nation
Excluded from map editor
Applicable to: Nation, Terrain, Improvement, Resource
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Personality uniques
Will not build [baseUnitFilter/buildingFilter]
Example: "Will not build [Melee]"
Applicable to: Personality
Era uniques
Starting in this era disables religion
Applicable to: Era
Every major Civilization gains a spy once a civilization enters this era
Applicable to: Era
Tech uniques
Starting tech
Applicable to: Tech
Can be continually researched
Applicable to: Tech
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
Cannot be hurried
Applicable to: Tech, Building
[relativeAmount]% weight to this choice for AI decisions
Example: "[+20]% weight to this choice for AI decisions"
Applicable to: Tech, Policy, Promotion
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Policy uniques
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
[relativeAmount]% weight to this choice for AI decisions
Example: "[+20]% weight to this choice for AI decisions"
Applicable to: Tech, Policy, Promotion
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
FounderBelief uniques
Uniques for Founder and Enhancer type Beliefs, that will apply to the founder of this religion
[stats] for each global city following this religion
Example: "[+1 Gold, +2 Production] for each global city following this religion"
Applicable to: FounderBelief
[stats] from every [amount] global followers [cityFilter]
Example: "[+1 Gold, +2 Production] from every [3] global followers [in all cities]"
Applicable to: FounderBelief
[relativeAmount]% [stat] from every follower, up to [relativeAmount]%
Example: "[+20]% [Culture] from every follower, up to [+20]%"
Applicable to: FounderBelief, FollowerBelief
Only available
Meant to be used together with conditionals, like "Only available
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
FollowerBelief uniques
Uniques for Pantheon and Follower type beliefs, that will apply to each city where the religion is the majority religion
[stats] [cityFilter]
Example: "[+1 Gold, +2 Production] [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from every specialist [cityFilter]
Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
Applicable to: Global, FollowerBelief
[stats] per [amount] population [cityFilter]
Example: "[+1 Gold, +2 Production] per [3] population [in all cities]"
Applicable to: Global, FollowerBelief
[stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"
Applicable to: Global, FollowerBelief
[stats] from all [buildingFilter] buildings
Example: "[+1 Gold, +2 Production] from all [Culture] buildings"
Applicable to: Global, FollowerBelief
[stats] from [tileFilter] tiles [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from every [tileFilter/specialist/buildingFilter]
Example: "[+1 Gold, +2 Production] from every [Farm]"
Applicable to: Global, FollowerBelief
[stats] from each Trade Route
Example: "[+1 Gold, +2 Production] from each Trade Route"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat]
Example: "[+20]% [Culture]"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat] [cityFilter]
Example: "[+20]% [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat] from every [tileFilter/buildingFilter]
Example: "[+20]% [Culture] from every [Farm]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Yield from every [tileFilter/buildingFilter]
Example: "[+20]% Yield from every [Farm]"
Applicable to: Global, FollowerBelief
[relativeAmount]% [stat] from every follower, up to [relativeAmount]%
Example: "[+20]% [Culture] from every follower, up to [+20]%"
Applicable to: FounderBelief, FollowerBelief
[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]
Example: "[+20]% Production when constructing [Culture] buildings [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]
Example: "[+20]% Production when constructing [Melee] units [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[+20]% Production when constructing [Culture] wonders [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Production towards any buildings that already exist in the Capital
Example: "[+20]% Production towards any buildings that already exist in the Capital"
Applicable to: Global, FollowerBelief
[relativeAmount]% growth [cityFilter]
Example: "[+20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Food is carried over after population increases [cityFilter]
Example: "[3]% Food is carried over after population increases [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Food consumption by specialists [cityFilter]
Example: "[+20]% Food consumption by specialists [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]
Example: "[+20]% Unhappiness from [Followers of this Religion] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])
Example: "May buy [Melee] units for [3] [Culture] [in all cities] at an increasing price ([3])"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
Example: "May buy [Culture] buildings for [3] [Culture] [in all cities] at an increasing price ([3])"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
Example: "May buy [Melee] units for [3] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
Example: "May buy [Culture] buildings for [3] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units with [stat] [cityFilter]
Example: "May buy [Melee] units with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings with [stat] [cityFilter]
Example: "May buy [Culture] buildings with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
Example: "May buy [Melee] units with [Culture] for [3] times their normal Production cost"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
Example: "May buy [Culture] buildings with [Culture] for [3] times their normal Production cost"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing items in cities [relativeAmount]%
Example: "[Culture] cost of purchasing items in cities [+20]%"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%
Example: "[Culture] cost of purchasing [Culture] buildings [+20]%"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%
Example: "[Culture] cost of purchasing [Melee] units [+20]%"
Applicable to: Global, FollowerBelief
[relativeAmount]% maintenance cost for buildings [cityFilter]
Example: "[+20]% maintenance cost for buildings [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Culture cost of natural border growth [cityFilter]
Example: "[+20]% Culture cost of natural border growth [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Gold cost of acquiring tiles [cityFilter]
Example: "[+20]% Gold cost of acquiring tiles [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Great Person generation [cityFilter]
Example: "[+20]% Great Person generation [in all cities]"
Applicable to: Global, FollowerBelief
New [baseUnitFilter] units start with [amount] Experience [cityFilter]
Example: "New [Melee] units start with [3] Experience [in all cities]"
Applicable to: Global, FollowerBelief
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion
Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"
Applicable to: Global, FollowerBelief
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing
Example: "[Wounded] Units adjacent to this city heal [3] HP per turn when healing"
Applicable to: Global, FollowerBelief
[relativeAmount]% Strength for cities
Example: "[+20]% Strength for cities"
Applicable to: Global, FollowerBelief
Provides [amount] [resource]
Example: "Provides [3] [Iron]"
Applicable to: Global, FollowerBelief, Improvement
[relativeAmount]% Natural religion spread [cityFilter]
Example: "[+20]% Natural religion spread [in all cities]"
Applicable to: Global, FollowerBelief
Religion naturally spreads to cities [amount] tiles away
Example: "Religion naturally spreads to cities [3] tiles away"
Applicable to: Global, FollowerBelief
Only available
Meant to be used together with conditionals, like "Only available
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion
Example: "Earn [3]% of [Wounded] unit's [Cost] as [Gold] when killed within 4 tiles of a city following this religion"
Applicable to: FollowerBelief
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Building uniques
Consumes [amount] [resource]
Example: "Consumes [3] [Iron]"
Applicable to: Building, Unit, Improvement
Costs [amount] [stockpiledResource]
These resources are removed when work begins on the construction. Do not confuse with "costs [amount] [stockpiledResource]" (lowercase 'c'), the Unit Action Modifier. Example: "Costs [3] [Mana]"
Applicable to: Building, Unit, Improvement
Unbuildable
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 Applicable to: Building, Unit, Improvement
Cannot be purchased
Applicable to: Building, Unit
Can be purchased with [stat] [cityFilter]
Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Building, Unit
Can be purchased for [amount] [stat] [cityFilter]
Example: "Can be purchased for [3] [Culture] [in all cities]"
Applicable to: Building, Unit
Limited to [amount] per Civilization
Example: "Limited to [3] per Civilization"
Applicable to: Building, Unit
Hidden until [amount] social policy branches have been completed
Example: "Hidden until [3] social policy branches have been completed"
Applicable to: Building, Unit
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
Excess Food converted to Production when under construction
Applicable to: Building, Unit
Requires at least [amount] population
Example: "Requires at least [3] population"
Applicable to: Building, Unit
Triggers a global alert upon build start
Applicable to: Building, Unit
Triggers a global alert upon completion
Applicable to: Building, Unit
Cost increases by [amount] per owned city
Example: "Cost increases by [3] per owned city"
Applicable to: Building, Unit
Cost increases by [amount] when built
Example: "Cost increases by [3] when built"
Applicable to: Building, Unit
[amount]% production cost
Intended to be used with conditionals to dynamically alter construction costs Example: "[3]% production cost"
Applicable to: Building, Unit
Can only be built
Meant to be used together with conditionals, like "Can only be built
Must have an owned [tileFilter] within [amount] tiles
Example: "Must have an owned [Farm] within [3] tiles"
Applicable to: Building
Enables nuclear weapon
Applicable to: Building
Must be on [tileFilter]
Example: "Must be on [Farm]"
Applicable to: Building
Must not be on [tileFilter]
Example: "Must not be on [Farm]"
Applicable to: Building
Must be next to [tileFilter]
Example: "Must be next to [Farm]"
Applicable to: Building, Improvement
Must not be next to [tileFilter]
Example: "Must not be next to [Farm]"
Applicable to: Building
Unsellable
Applicable to: Building
Obsolete with [tech]
Example: "Obsolete with [Agriculture]"
Applicable to: Building, Improvement, Resource
Indicates the capital city
Applicable to: Building
Moves to new capital when capital changes
Applicable to: Building
Provides 1 extra copy of each improved luxury resource near this City
Applicable to: Building
Destroyed when the city is captured
Applicable to: Building
Never destroyed when the city is captured
Applicable to: Building
Doubles Gold given to enemy if city is captured
Applicable to: Building
Remove extra unhappiness from annexed cities
Applicable to: Building
Connects trade routes over water
Applicable to: Building
Automatically built in all cities where it is buildable
Applicable to: Building
Creates a [improvementName] improvement on a specific tile
Example: "Creates a [Trading Post] improvement on a specific tile"
Applicable to: Building
Spaceship part
Applicable to: Building, Unit
Cannot be hurried
Applicable to: Tech, Building
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Shown while unbuilable
Applicable to: Building, Unit
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
UnitAction uniques
Uniques that affect a unit's actions, and can be modified by UnitActionModifiers
Founds a new city
Applicable to: UnitAction
Can instantly construct a [improvementFilter] improvement
Example: "Can instantly construct a [All Road] improvement"
Applicable to: UnitAction
Can Spread Religion
Applicable to: UnitAction
Can remove other religions from cities
Applicable to: UnitAction
May found a religion
Applicable to: UnitAction
May enhance a religion
Applicable to: UnitAction
Can transform to [unit]
By default consumes all movement Example: "Can transform to [Musketman]"
Applicable to: UnitAction
Unit uniques
Uniques that can be added to units, unit types, or promotions
[relativeAmount]% construction time for [improvementFilter] improvements
Example: "[+20]% construction time for [All Road] improvements"
Applicable to: Global, Unit
Can build [improvementFilter] improvements at a [relativeAmount]% rate
Example: "Can build [All Road] improvements at a [+20]% rate"
Applicable to: Global, Unit
Great General provides double combat bonus
Applicable to: Global, Unit
Consumes [amount] [resource]
Example: "Consumes [3] [Iron]"
Applicable to: Building, Unit, Improvement
Costs [amount] [stockpiledResource]
These resources are removed when work begins on the construction. Do not confuse with "costs [amount] [stockpiledResource]" (lowercase 'c'), the Unit Action Modifier. Example: "Costs [3] [Mana]"
Applicable to: Building, Unit, Improvement
Unbuildable
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 Applicable to: Building, Unit, Improvement
Cannot be purchased
Applicable to: Building, Unit
Can be purchased with [stat] [cityFilter]
Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Building, Unit
Can be purchased for [amount] [stat] [cityFilter]
Example: "Can be purchased for [3] [Culture] [in all cities]"
Applicable to: Building, Unit
Limited to [amount] per Civilization
Example: "Limited to [3] per Civilization"
Applicable to: Building, Unit
Hidden until [amount] social policy branches have been completed
Example: "Hidden until [3] social policy branches have been completed"
Applicable to: Building, Unit
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
Excess Food converted to Production when under construction
Applicable to: Building, Unit
Requires at least [amount] population
Example: "Requires at least [3] population"
Applicable to: Building, Unit
Triggers a global alert upon build start
Applicable to: Building, Unit
Triggers a global alert upon completion
Applicable to: Building, Unit
Cost increases by [amount] per owned city
Example: "Cost increases by [3] per owned city"
Applicable to: Building, Unit
Cost increases by [amount] when built
Example: "Cost increases by [3] when built"
Applicable to: Building, Unit
[amount]% production cost
Intended to be used with conditionals to dynamically alter construction costs Example: "[3]% production cost"
Applicable to: Building, Unit
Can only be built
Meant to be used together with conditionals, like "Can only be built
May create improvements on water resources
Applicable to: Unit
Can build [improvementFilter/terrainFilter] improvements on tiles
Example: "Can build [All Road] improvements on tiles"
Applicable to: Unit
Can be added to [comment] in the Capital
Example: "Can be added to [comment] in the Capital"
Applicable to: Unit
Prevents spreading of religion to the city it is next to
Applicable to: Unit
Removes other religions when spreading religion
Applicable to: Unit
May Paradrop up to [amount] tiles from inside friendly territory
Example: "May Paradrop up to [3] tiles from inside friendly territory"
Applicable to: Unit
Can perform Air Sweep
Applicable to: Unit
Can speed up construction of a building
Applicable to: Unit
Can speed up the construction of a wonder
Applicable to: Unit
Can hurry technology research
Applicable to: Unit
Can generate a large amount of culture
Applicable to: Unit
Can undertake a trade mission with City-State, giving a large sum of gold and [amount] Influence
Example: "Can undertake a trade mission with City-State, giving a large sum of gold and [3] Influence"
Applicable to: Unit
Automation is a primary action
Applicable to: Unit
[relativeAmount]% Strength
Example: "[+20]% Strength"
Applicable to: Global, Unit
[relativeAmount]% Strength decreasing with distance from the capital
Example: "[+20]% Strength decreasing with distance from the capital"
Applicable to: Global, Unit
[relativeAmount]% to Flank Attack bonuses
Example: "[+20]% to Flank Attack bonuses"
Applicable to: Global, Unit
[relativeAmount]% Strength for enemy [mapUnitFilter] units in adjacent [tileFilter] tiles
Example: "[+20]% Strength for enemy [Wounded] units in adjacent [Farm] tiles"
Applicable to: Unit
[relativeAmount]% Strength when stacked with [mapUnitFilter]
Example: "[+20]% Strength when stacked with [Wounded]"
Applicable to: Unit
[relativeAmount]% Strength bonus for [mapUnitFilter] units within [amount] tiles
Example: "[+20]% Strength bonus for [Wounded] units within [3] tiles"
Applicable to: Unit
[amount] additional attacks per turn
Example: "[3] additional attacks per turn"
Applicable to: Global, Unit
[amount] Movement
Example: "[3] Movement"
Applicable to: Global, Unit
[amount] Sight
Example: "[3] Sight"
Applicable to: Global, Unit, Terrain
[amount] Range
Example: "[3] Range"
Applicable to: Global, Unit
[relativeAmount] Air Interception Range
Example: "[+20] Air Interception Range"
Applicable to: Global, Unit
[amount] HP when healing
Example: "[3] HP when healing"
Applicable to: Global, Unit
[relativeAmount]% Spread Religion Strength
Example: "[+20]% Spread Religion Strength"
Applicable to: Global, Unit
When spreading religion to a city, gain [amount] times the amount of followers of other religions as [stat]
Example: "When spreading religion to a city, gain [3] times the amount of followers of other religions as [Culture]"
Applicable to: Global, Unit
Can only attack [combatantFilter] units
Example: "Can only attack [City] units"
Applicable to: Unit
Can only attack [tileFilter] tiles
Example: "Can only attack [Farm] tiles"
Applicable to: Unit
Cannot attack
Applicable to: Unit
Must set up to ranged attack
Applicable to: Unit
Self-destructs when attacking
Applicable to: Unit
Eliminates combat penalty for attacking across a coast
Applicable to: Unit
May attack when embarked
Applicable to: Unit
Eliminates combat penalty for attacking over a river
Applicable to: Unit
Blast radius [amount]
Example: "Blast radius [3]"
Applicable to: Unit
Ranged attacks may be performed over obstacles
Applicable to: Global, Unit
Nuclear weapon of Strength [amount]
Example: "Nuclear weapon of Strength [3]"
Applicable to: Unit
No defensive terrain bonus
Applicable to: Global, Unit
No defensive terrain penalty
Applicable to: Global, Unit
No damage penalty for wounded units
Applicable to: Global, Unit
Uncapturable
Applicable to: Unit
Withdraws before melee combat
Applicable to: Unit
Unable to capture cities
Applicable to: Global, Unit
Unable to pillage tiles
Applicable to: Global, Unit
No movement cost to pillage
Applicable to: Global, Unit
Can move after attacking
Applicable to: Unit
Transfer Movement to [mapUnitFilter]
Example: "Transfer Movement to [Wounded]"
Applicable to: Unit
Can move immediately once bought
Applicable to: Unit
May heal outside of friendly territory
Applicable to: Global, Unit
All healing effects doubled
Applicable to: Global, Unit
Heals [amount] damage if it kills a unit
Example: "Heals [3] damage if it kills a unit"
Applicable to: Global, Unit
Can only heal by pillaging
Applicable to: Global, Unit
Unit will heal every turn, even if it performs an action
Applicable to: Unit
All adjacent units heal [amount] HP when healing
Example: "All adjacent units heal [3] HP when healing"
Applicable to: Unit
No Sight
Applicable to: Unit
Can see over obstacles
Applicable to: Unit
Can carry [amount] [mapUnitFilter] units
Example: "Can carry [3] [Wounded] units"
Applicable to: Unit
Can carry [amount] extra [mapUnitFilter] units
Example: "Can carry [3] extra [Wounded] units"
Applicable to: Unit
Cannot be carried by [mapUnitFilter] units
Example: "Cannot be carried by [Wounded] units"
Applicable to: Unit
[relativeAmount]% chance to intercept air attacks
Example: "[+20]% chance to intercept air attacks"
Applicable to: Unit
Damage taken from interception reduced by [relativeAmount]%
Example: "Damage taken from interception reduced by [+20]%"
Applicable to: Unit
[relativeAmount]% Damage when intercepting
Example: "[+20]% Damage when intercepting"
Applicable to: Unit
[amount] extra interceptions may be made per turn
Example: "[3] extra interceptions may be made per turn"
Applicable to: Unit
Cannot be intercepted
Applicable to: Unit
Cannot intercept [mapUnitFilter] units
Example: "Cannot intercept [Wounded] units"
Applicable to: Unit
[relativeAmount]% Strength when performing Air Sweep
Example: "[+20]% Strength when performing Air Sweep"
Applicable to: Unit
[relativeAmount]% maintenance costs
Example: "[+20]% maintenance costs"
Applicable to: Global, Unit
[relativeAmount]% Gold cost of upgrading
Example: "[+20]% Gold cost of upgrading"
Applicable to: Global, Unit
Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat]
Example: "Earn [3]% of the damage done to [City] units as [Gold]"
Applicable to: Global, Unit
Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately
Example: "Upon capturing a city, receive [3] times its [Culture] production as [Gold] immediately"
Applicable to: Global, Unit
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat]
Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Gold]"
Applicable to: Global, Unit
May capture killed [mapUnitFilter] units
Example: "May capture killed [Wounded] units"
Applicable to: Unit
[amount] XP gained from combat
Example: "[3] XP gained from combat"
Applicable to: Global, Unit
[relativeAmount]% XP gained from combat
Example: "[+20]% XP gained from combat"
Applicable to: Global, Unit
Can be earned through combat
Applicable to: Unit
[greatPerson] is earned [relativeAmount]% faster
Example: "[Great General] is earned [+20]% faster"
Applicable to: Global, Unit
Invisible to others
Applicable to: Unit
Invisible to non-adjacent units
Applicable to: Unit
Can see invisible [mapUnitFilter] units
Example: "Can see invisible [Wounded] units"
Applicable to: Unit
May upgrade to [unit] through ruins-like effects
Example: "May upgrade to [Musketman] through ruins-like effects"
Applicable to: Unit
Can upgrade to [unit]
Example: "Can upgrade to [Musketman]"
Applicable to: Unit
Destroys tile improvements when attacking
Applicable to: Unit
Cannot move
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
Double movement in [terrainFilter]
Example: "Double movement in [Fresh Water]"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
All tiles cost 1 movement
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
May travel on Water tiles without embarking
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
Can pass through impassable tiles
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
Ignores terrain cost
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
Ignores Zone of Control
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
Rough terrain penalty
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
Can enter ice tiles
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
Cannot enter ocean tiles
Applicable to: Unit
May enter foreign tiles without open borders
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there
Example: "May enter foreign tiles without open borders, but loses [3] religious strength each turn it ends there"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Unit
[amount] Movement point cost to disembark
Example: "[3] Movement point cost to disembark"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Global, Unit
[amount] Movement point cost to embark
Example: "[3] Movement point cost to embark"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Global, Unit
Never appears as a Barbarian unit
Applicable to: Unit
Religious Unit
Applicable to: Unit
Spaceship part
Applicable to: Building, Unit
Takes your religion over the one in their birth city
Applicable to: Unit
Great Person - [comment]
Example: "Great Person - [comment]"
Applicable to: Unit
Is part of Great Person group [comment]
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. Example: "Is part of Great Person group [comment]"
Applicable to: Unit
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Shown while unbuilable
Applicable to: Building, Unit
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
UnitType uniques
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Promotion uniques
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
Doing so will consume this opportunity to choose a Promotion
Applicable to: Promotion
This Promotion is free
Applicable to: Promotion
[relativeAmount]% weight to this choice for AI decisions
Example: "[+20]% weight to this choice for AI decisions"
Applicable to: Tech, Policy, Promotion
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Terrain uniques
[stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Global, Terrain, Improvement
[amount] Sight
Example: "[3] Sight"
Applicable to: Global, Unit, Terrain
Must be adjacent to [amount] [simpleTerrain] tiles
Example: "Must be adjacent to [3] [Elevated] tiles"
Applicable to: Terrain
Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
Example: "Must be adjacent to [3] to [3] [Elevated] tiles"
Applicable to: Terrain
Must not be on [amount] largest landmasses
Example: "Must not be on [3] largest landmasses"
Applicable to: Terrain
Must be on [amount] largest landmasses
Example: "Must be on [3] largest landmasses"
Applicable to: Terrain
Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
Example: "Occurs on latitudes from [3] to [3] percent of distance equator to pole"
Applicable to: Terrain
Occurs in groups of [amount] to [amount] tiles
Example: "Occurs in groups of [3] to [3] tiles"
Applicable to: Terrain
Neighboring tiles will convert to [baseTerrain/terrainFeature]
Supports conditionals that need only a Tile as context and nothing else, like <with [n]% chance>
, and applies them per neighbor.
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.
Example: "Neighboring tiles will convert to [Grassland]"
Applicable to: Terrain
Grants [stats] to the first civilization to discover it
Example: "Grants [+1 Gold, +2 Production] to the first civilization to discover it"
Applicable to: Terrain
Units ending their turn on this terrain take [amount] damage
Example: "Units ending their turn on this terrain take [3] damage"
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work. Applicable to: Terrain
Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game
Example: "Grants [Shock I] ([comment]) to adjacent [Wounded] units for the rest of the game"
Applicable to: Terrain
[amount] Strength for cities built on this terrain
Example: "[3] Strength for cities built on this terrain"
Applicable to: Terrain
Provides a one-time Production bonus to the closest city when cut down
Applicable to: Terrain
Vegetation
Applicable to: Terrain, Improvement
Tile provides yield without assigned population
Applicable to: Terrain, Improvement
Nullifies all other stats this tile provides
Applicable to: Terrain
Only [improvementFilter] improvements may be built on this tile
Example: "Only [All Road] improvements may be built on this tile"
Applicable to: Terrain
Blocks line-of-sight from tiles at same elevation
Applicable to: Terrain
Has an elevation of [amount] for visibility calculations
Example: "Has an elevation of [3] for visibility calculations"
Applicable to: Terrain
Always Fertility [amount] for Map Generation
Example: "Always Fertility [3] for Map Generation"
Applicable to: Terrain
[amount] to Fertility for Map Generation
Example: "[3] to Fertility for Map Generation"
Applicable to: Terrain
A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]
Example: "A Region is formed with at least [3]% [Elevated] tiles, with priority [3]"
Applicable to: Terrain
A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]
Example: "A Region is formed with at least [3]% [Elevated] tiles and [Elevated] tiles, with priority [3]"
Applicable to: Terrain
A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles
Example: "A Region can not contain more [Elevated] tiles than [Elevated] tiles"
Applicable to: Terrain
Base Terrain on this tile is not counted for Region determination
Applicable to: Terrain
Starts in regions of this type receive an extra [resource]
Example: "Starts in regions of this type receive an extra [Iron]"
Applicable to: Terrain
Never receives any resources
Applicable to: Terrain
Becomes [terrainName] when adjacent to [terrainFilter]
Example: "Becomes [Forest] when adjacent to [Fresh Water]"
Applicable to: Terrain
Considered [terrainQuality] when determining start locations
Example: "Considered [Undesirable] when determining start locations"
Applicable to: Terrain
Doesn't generate naturally
Applicable to: Terrain, Resource
Occurs at temperature between [fraction] and [fraction] and humidity between [fraction] and [fraction]
Example: "Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"
Applicable to: Terrain, Resource
Occurs in chains at high elevations
Applicable to: Terrain
Occurs in groups around high elevations
Applicable to: Terrain
Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.
Example: "Every [3] tiles with this terrain will receive a major deposit of a strategic resource."
Applicable to: Terrain
Rare feature
Applicable to: Terrain
[amount]% Chance to be destroyed by nukes
Example: "[3]% Chance to be destroyed by nukes"
Applicable to: Terrain
Fresh water
Applicable to: Terrain
Rough terrain
Applicable to: Terrain
Excluded from map editor
Applicable to: Nation, Terrain, Improvement, Resource
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Suppress warning [validationWarning]
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. Example: "Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"
Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier
Improvement uniques
[stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Global, Terrain, Improvement
Consumes [amount] [resource]
Example: "Consumes [3] [Iron]"
Applicable to: Building, Unit, Improvement
Provides [amount] [resource]
Example: "Provides [3] [Iron]"
Applicable to: Global, FollowerBelief, Improvement
Costs [amount] [stockpiledResource]
These resources are removed when work begins on the construction. Do not confuse with "costs [amount] [stockpiledResource]" (lowercase 'c'), the Unit Action Modifier. Example: "Costs [3] [Mana]"
Applicable to: Building, Unit, Improvement
Unbuildable
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 Applicable to: Building, Unit, Improvement
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
Must be next to [tileFilter]
Example: "Must be next to [Farm]"
Applicable to: Building, Improvement
Obsolete with [tech]
Example: "Obsolete with [Agriculture]"
Applicable to: Building, Improvement, Resource
Vegetation
Applicable to: Terrain, Improvement
Tile provides yield without assigned population
Applicable to: Terrain, Improvement
Excluded from map editor
Applicable to: Nation, Terrain, Improvement, Resource
Can also be built on tiles adjacent to fresh water
Applicable to: Improvement
[stats] from [tileFilter] tiles
Example: "[+1 Gold, +2 Production] from [Farm] tiles"
Applicable to: Improvement
[stats] for each adjacent [tileFilter]
Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"
Applicable to: Improvement
Ensures a minimum tile yield of [stats]
Example: "Ensures a minimum tile yield of [+1 Gold, +2 Production]"
Applicable to: Improvement
Can be built outside your borders
Applicable to: Improvement
Can be built just outside your borders
Applicable to: Improvement
Can only be built on [tileFilter] tiles
Example: "Can only be built on [Farm] tiles"
Applicable to: Improvement
Cannot be built on [tileFilter] tiles
Example: "Cannot be built on [Farm] tiles"
Applicable to: Improvement
Can only be built to improve a resource
Applicable to: Improvement
Does not need removal of [tileFilter]
Example: "Does not need removal of [Farm]"
Applicable to: Improvement
Removes removable features when built
Applicable to: Improvement
Gives a defensive bonus of [relativeAmount]%
Does not accept unit-based conditionals Example: "Gives a defensive bonus of [+20]%"
Applicable to: Improvement
Costs [amount] [stat] per turn when in your territory
Example: "Costs [3] [Culture] per turn when in your territory"
Applicable to: Improvement
Costs [amount] [stat] per turn
Example: "Costs [3] [Culture] per turn"
Applicable to: Improvement
Adjacent enemy units ending their turn take [amount] damage
Example: "Adjacent enemy units ending their turn take [3] damage"
Applicable to: Improvement
Great Improvement
Applicable to: Improvement
Provides a random bonus when entered
Applicable to: Improvement
Unpillagable
Applicable to: Improvement
Pillaging this improvement yields approximately [stats]
Example: "Pillaging this improvement yields approximately [+1 Gold, +2 Production]"
Applicable to: Improvement
Pillaging this improvement yields [stats]
Example: "Pillaging this improvement yields [+1 Gold, +2 Production]"
Applicable to: Improvement
Irremovable
Applicable to: Improvement
Will not be replaced by automated units
Applicable to: Improvement
Improves [resourceFilter] resource in this tile
This is offered as an alternative to the improvedBy field of a resource. The result will be cached within the resource definition when loading a game, without knowledge about terrain, cities, civs, units or time. Therefore, most conditionals will not work, only those not dependent on game state. Example: "Improves [Strategic] resource in this tile"
Applicable to: Improvement
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Resource uniques
Obsolete with [tech]
Example: "Obsolete with [Agriculture]"
Applicable to: Building, Improvement, Resource
Doesn't generate naturally
Applicable to: Terrain, Resource
Occurs at temperature between [fraction] and [fraction] and humidity between [fraction] and [fraction]
Example: "Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"
Applicable to: Terrain, Resource
Excluded from map editor
Applicable to: Nation, Terrain, Improvement, Resource
Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [3] resources"
Applicable to: Resource
Can only be created by Mercantile City-States
Applicable to: Resource
Stockpiled
This resource is accumulated each turn, rather than having a set of producers and consumers at a given moment.The current stockpiled amount can be affected with trigger uniques. Applicable to: Resource
City-level resource
This resource is calculated on a per-city level rather than a per-civ level Applicable to: Resource
Cannot be traded
Applicable to: Resource
Not shown on world screen
Applicable to: Resource
Generated with weight [amount]
The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). Resources without a unique are given weight 1
Example: "Generated with weight [3]"
Applicable to: Resource
Minor deposits generated with weight [amount]
The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). Resources without a unique are not generated as minor deposits. Example: "Minor deposits generated with weight [3]"
Applicable to: Resource
Generated near City States with weight [amount]
The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). Only assignable to luxuries, resources without a unique are given weight 1
Example: "Generated near City States with weight [3]"
Applicable to: Resource
Special placement during map generation
Applicable to: Resource
Generated on every [amount] tiles
Example: "Generated on every [3] tiles"
Applicable to: Resource
Guaranteed with Strategic Balance resource option
Applicable to: Resource
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Ruins uniques
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
Free [unit] found in the ruins
Example: "Free [Musketman] found in the ruins"
Applicable to: Ruins
From a randomly chosen tile [positiveAmount] tiles away from the ruins, reveal tiles up to [positiveAmount] tiles away with [positiveAmount]% chance
Example: "From a randomly chosen tile [3] tiles away from the ruins, reveal tiles up to [3] tiles away with [3]% chance"
Applicable to: Ruins
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Speed uniques
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Suppress warning [validationWarning]
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. Example: "Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"
Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier
Tutorial uniques
CityState uniques
Provides military units every ≈[amount] turns
Example: "Provides military units every ≈[3] turns"
Applicable to: CityState
Provides a unique luxury
Applicable to: CityState
ModOptions uniques
Diplomatic relationships cannot change
Applicable to: ModOptions
Can convert gold to science with sliders
Applicable to: ModOptions
Allow City States to spawn with additional units
Applicable to: ModOptions
Can trade civilization introductions for [positiveAmount] Gold
Example: "Can trade civilization introductions for [3] Gold"
Applicable to: ModOptions
Disable religion
Applicable to: ModOptions
Can only start games from the starting era
Applicable to: ModOptions
Allow raze capital
Applicable to: ModOptions
Allow raze holy city
Applicable to: ModOptions
Suppress warning [validationWarning]
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. Example: "Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"
Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier
Mod is incompatible with [modFilter]
Specifies that your Mod is incompatible with another. Always treated symmetrically, and cannot be overridden by the Mod you are declaring as incompatible. Example: "Mod is incompatible with [DeCiv Redux]"
Applicable to: ModOptions
Mod requires [modFilter]
Specifies that your Extension Mod is only available if any other Mod matching the filter is active. Example: "Mod requires [DeCiv Redux]"
Applicable to: ModOptions
Should only be used as permanent audiovisual mod
Applicable to: ModOptions
Can be used as permanent audiovisual mod
Applicable to: ModOptions
Cannot be used as permanent audiovisual mod
Applicable to: ModOptions
Mod preselects map [comment]
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. Example: "Mod preselects map [comment]"
Applicable to: ModOptions
Event uniques
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
EventChoice uniques
Only available
Meant to be used together with conditionals, like "Only available
Unavailable
Meant to be used together with conditionals, like "Unavailable
Will not be displayed in Civilopedia
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Comment [comment]
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. Example: "Comment [comment]"
Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice
Conditional uniques
Modifiers that can be added to other uniques to limit when they will be active
<every [positiveAmount] turns>
Example: "<every [3] turns>"
Applicable to: Conditional
<before turn number [amount]>
Example: "<before turn number [3]>"
Applicable to: Conditional
<after turn number [amount]>
Example: "<after turn number [3]>"
Applicable to: Conditional
<on [speed] game speed>
Example: "<on [Quick] game speed>"
Applicable to: Conditional
<on [difficulty] difficulty>
Example: "<on [Prince] difficulty>"
Applicable to: Conditional
<when [victoryType] Victory is enabled>
Example: "<when [Domination] Victory is enabled>"
Applicable to: Conditional
<when [victoryType] Victory is disabled>
Example: "<when [Domination] Victory is disabled>"
Applicable to: Conditional
<when religion is enabled>
Applicable to: Conditional
<when religion is disabled>
Applicable to: Conditional
<when espionage is enabled>
Applicable to: Conditional
<when espionage is disabled>
Applicable to: Conditional
<with [amount]% chance>
Example: "<with [3]% chance>"
Applicable to: Conditional
<if tutorials are enabled>
Applicable to: Conditional
<if tutorial [comment] is completed>
Example: "<if tutorial [comment] is completed>"
Applicable to: Conditional
<for [civFilter] Civilizations>
Example: "<for [City-States] Civilizations>"
Applicable to: Conditional
<when at war>
Applicable to: Conditional
<when not at war>
Applicable to: Conditional
<during a Golden Age>
Applicable to: Conditional
<during We Love The King Day>
Applicable to: Conditional
<while the empire is happy>
Applicable to: Conditional
<when between [amount] and [amount] Happiness>
Example: "<when between [3] and [3] Happiness>"
Applicable to: Conditional
<when above [amount] Happiness>
Example: "<when above [3] Happiness>"
Applicable to: Conditional
<when below [amount] Happiness>
Example: "<when below [3] Happiness>"
Applicable to: Conditional
<during the [era]>
Example: "<during the [Ancient era]>"
Applicable to: Conditional
<before the [era]>
Example: "<before the [Ancient era]>"
Applicable to: Conditional
<starting from the [era]>
Example: "<starting from the [Ancient era]>"
Applicable to: Conditional
<if starting in the [era]>
Example: "<if starting in the [Ancient era]>"
Applicable to: Conditional
<if no other Civilization has researched this>
Applicable to: Conditional
<after discovering [tech]>
Example: "<after discovering [Agriculture]>"
Applicable to: Conditional
<before discovering [tech]>
Example: "<before discovering [Agriculture]>"
Applicable to: Conditional
<while researching [tech]>
This condition is fulfilled while the technology is actively being researched (it is the one research points are added to) Example: "<while researching [Agriculture]>"
Applicable to: Conditional
<if no other Civilization has adopted this>
Applicable to: Conditional
<after adopting [policy/belief]>
Example: "<after adopting [Oligarchy]>"
Applicable to: Conditional
<before adopting [policy/belief]>
Example: "<before adopting [Oligarchy]>"
Applicable to: Conditional
<before founding a Pantheon>
Applicable to: Conditional
<after founding a Pantheon>
Applicable to: Conditional
<before founding a religion>
Applicable to: Conditional
<after founding a religion>
Applicable to: Conditional
<before enhancing a religion>
Applicable to: Conditional
<after enhancing a religion>
Applicable to: Conditional
<after generating a Great Prophet>
Applicable to: Conditional
<if [buildingFilter] is constructed>
Example: "<if [Culture] is constructed>"
Applicable to: Conditional
<if [buildingFilter] is not constructed>
Example: "<if [Culture] is not constructed>"
Applicable to: Conditional
<if [buildingFilter] is constructed in all [cityFilter] cities>
Example: "<if [Culture] is constructed in all [in all cities] cities>"
Applicable to: Conditional
<if [buildingFilter] is constructed in at least [positiveAmount] of [cityFilter] cities>
Example: "<if [Culture] is constructed in at least [3] of [in all cities] cities>"
Applicable to: Conditional
<if [buildingFilter] is constructed by anybody>
Example: "<if [Culture] is constructed by anybody>"
Applicable to: Conditional
<with [resource]>
Example: "<with [Iron]>"
Applicable to: Conditional
<without [resource]>
Example: "<without [Iron]>"
Applicable to: Conditional
<when above [amount] [stat/resource]>
Stats refers to the accumulated stat, not stat-per-turn Example: "<when above [3] [Culture]>"
This unique's effect can be modified with <(modified by game speed)> Applicable to: Conditional
<when below [amount] [stat/resource]>
Stats refers to the accumulated stat, not stat-per-turn Example: "<when below [3] [Culture]>"
This unique's effect can be modified with <(modified by game speed)> Applicable to: Conditional
<when between [amount] and [amount] [stat/resource]>
Stats refers to the accumulated stat, not stat-per-turn Example: "<when between [3] and [3] [Culture]>"
This unique's effect can be modified with <(modified by game speed)> Applicable to: Conditional
<in this city>
Applicable to: Conditional
<in [cityFilter] cities>
Example: "<in [in all cities] cities>"
Applicable to: Conditional
<in cities connected to the capital>
Applicable to: Conditional
<in cities with a major religion>
Applicable to: Conditional
<in cities with an enhanced religion>
Applicable to: Conditional
<in cities following our religion>
Applicable to: Conditional
<in cities with a [buildingFilter]>
Example: "<in cities with a [Culture]>"
Applicable to: Conditional
<in cities without a [buildingFilter]>
Example: "<in cities without a [Culture]>"
Applicable to: Conditional
<in cities with at least [amount] [populationFilter]>
Example: "<in cities with at least [3] [Followers of this Religion]>"
Applicable to: Conditional
<in cities with [amount] [populationFilter]>
Example: "<in cities with [3] [Followers of this Religion]>"
Applicable to: Conditional
<in cities with between [amount] and [amount] [populationFilter]>
Example: "<in cities with between [3] and [3] [Followers of this Religion]>"
Applicable to: Conditional
<in cities with less than [amount] [populationFilter]>
Example: "<in cities with less than [3] [Followers of this Religion]>"
Applicable to: Conditional
<with a garrison>
Applicable to: Conditional
<for [mapUnitFilter] units>
Example: "<for [Wounded] units>"
Applicable to: Conditional
<when [mapUnitFilter]>
Example: "<when [Wounded]>"
Applicable to: Conditional
<for units with [promotion]>
Also applies to units with temporary status Example: "<for units with [Shock I]>"
Applicable to: Conditional
<for units without [promotion]>
Also applies to units with temporary status Example: "<for units without [Shock I]>"
Applicable to: Conditional
<vs cities>
Applicable to: Conditional
<vs [mapUnitFilter] units>
Example: "<vs [Wounded] units>"
Applicable to: Conditional
<vs [combatantFilter]>
Example: "<vs [City]>"
Applicable to: Conditional
<when fighting units from a Civilization with more Cities than you>
Applicable to: Conditional
<when attacking>
Applicable to: Conditional
<when defending>
Applicable to: Conditional
<when fighting in [tileFilter] tiles>
Example: "<when fighting in [Farm] tiles>"
Applicable to: Conditional
<on foreign continents>
Applicable to: Conditional
<when adjacent to a [mapUnitFilter] unit>
Example: "<when adjacent to a [Wounded] unit>"
Applicable to: Conditional
<when above [amount] HP>
Example: "<when above [3] HP>"
Applicable to: Conditional
<when below [amount] HP>
Example: "<when below [3] HP>"
Applicable to: Conditional
<if it hasn't used other actions yet>
Applicable to: Conditional
<with [amount] to [amount] neighboring [tileFilter] tiles>
Example: "<with [3] to [3] neighboring [Farm] tiles>"
Applicable to: Conditional
<in [tileFilter] tiles>
Example: "<in [Farm] tiles>"
Applicable to: Conditional
<in tiles without [tileFilter]>
Example: "<in tiles without [Farm]>"
Applicable to: Conditional
<within [amount] tiles of a [tileFilter]>
Example: "<within [3] tiles of a [Farm]>"
Applicable to: Conditional
<in tiles adjacent to [tileFilter] tiles>
Example: "<in tiles adjacent to [Farm] tiles>"
Applicable to: Conditional
<in tiles not adjacent to [tileFilter] tiles>
Example: "<in tiles not adjacent to [Farm] tiles>"
Applicable to: Conditional
<on water maps>
Applicable to: Conditional
<in [regionType] Regions>
Example: "<in [Hybrid] Regions>"
Applicable to: Conditional
<in all except [regionType] Regions>
Example: "<in all except [Hybrid] Regions>"
Applicable to: Conditional
<when number of [countable] is equal to [countable]>
Example: "<when number of [1000] is equal to [1000]>"
Applicable to: Conditional
<when number of [countable] is different than [countable]>
Example: "<when number of [1000] is different than [1000]>"
Applicable to: Conditional
<when number of [countable] is more than [countable]>
Example: "<when number of [1000] is more than [1000]>"
Applicable to: Conditional
<when number of [countable] is less than [countable]>
Example: "<when number of [1000] is less than [1000]>"
Applicable to: Conditional
<when number of [countable] is between [countable] and [countable]>
Example: "<when number of [1000] is between [1000] and [1000]>"
Applicable to: Conditional
<if [modFilter] is enabled>
Example: "<if [DeCiv Redux] is enabled>"
Applicable to: Conditional
<if [modFilter] is not enabled>
Example: "<if [DeCiv Redux] is not enabled>"
Applicable to: Conditional
TriggerCondition uniques
Special conditionals that can be added to Triggerable uniques, to make them activate upon specific actions.
<upon discovering [techFilter] technology>
Example: "<upon discovering [Agriculture] technology>"
Applicable to: TriggerCondition
<upon entering the [era]>
Example: "<upon entering the [Ancient era]>"
Applicable to: TriggerCondition
<upon entering a new era>
Applicable to: TriggerCondition
<upon adopting [policy/belief]>
Example: "<upon adopting [Oligarchy]>"
Applicable to: TriggerCondition
<upon declaring war with a major Civilization>
Applicable to: TriggerCondition
<upon declaring friendship>
Applicable to: TriggerCondition
<upon declaring a defensive pact>
Applicable to: TriggerCondition
<upon entering a Golden Age>
Applicable to: TriggerCondition
<upon conquering a city>
Applicable to: TriggerCondition, UnitTriggerCondition
<upon founding a city>
Applicable to: TriggerCondition
<upon building a [improvementFilter] improvement>
Example: "<upon building a [All Road] improvement>"
Applicable to: TriggerCondition, UnitTriggerCondition
<upon discovering a Natural Wonder>
Applicable to: TriggerCondition
<upon constructing [buildingFilter]>
Example: "<upon constructing [Culture]>"
Applicable to: TriggerCondition
<upon constructing [buildingFilter] [cityFilter]>
Example: "<upon constructing [Culture] [in all cities]>"
Applicable to: TriggerCondition
<upon gaining a [baseUnitFilter] unit>
Example: "<upon gaining a [Melee] unit>"
Applicable to: TriggerCondition
<upon turn end>
Applicable to: TriggerCondition
<upon founding a Pantheon>
Applicable to: TriggerCondition
<upon founding a Religion>
Applicable to: TriggerCondition
<upon enhancing a Religion>
Applicable to: TriggerCondition
UnitTriggerCondition uniques
Special conditionals that can be added to UnitTriggerable uniques, to make them activate upon specific actions.
<upon conquering a city>
Applicable to: TriggerCondition, UnitTriggerCondition
<upon building a [improvementFilter] improvement>
Example: "<upon building a [All Road] improvement>"
Applicable to: TriggerCondition, UnitTriggerCondition
<upon damaging a [mapUnitFilter] unit>
Can apply triggers to to damaged unit by setting the first parameter to 'Target Unit' Example: "<upon damaging a [Wounded] unit>"
Applicable to: UnitTriggerCondition
<upon defeating a [mapUnitFilter] unit>
Example: "<upon defeating a [Wounded] unit>"
Applicable to: UnitTriggerCondition
<upon expending a [mapUnitFilter] unit>
Example: "<upon expending a [Wounded] unit>"
Applicable to: UnitTriggerCondition
<upon being defeated>
Applicable to: UnitTriggerCondition
<upon being promoted>
Applicable to: UnitTriggerCondition
<upon gaining the [promotion] promotion>
Example: "<upon gaining the [Shock I] promotion>"
Applicable to: UnitTriggerCondition
<upon losing the [promotion] promotion>
Example: "<upon losing the [Shock I] promotion>"
Applicable to: UnitTriggerCondition
<upon gaining the [promotion] status>
Example: "<upon gaining the [Shock I] status>"
Applicable to: UnitTriggerCondition
<upon losing the [promotion] status>
Example: "<upon losing the [Shock I] status>"
Applicable to: UnitTriggerCondition
<upon losing at least [amount] HP in a single attack>
Example: "<upon losing at least [3] HP in a single attack>"
Applicable to: UnitTriggerCondition
<upon ending a turn in a [tileFilter] tile>
Example: "<upon ending a turn in a [Farm] tile>"
Applicable to: UnitTriggerCondition
<upon discovering a [tileFilter] tile>
Example: "<upon discovering a [Farm] tile>"
Applicable to: UnitTriggerCondition
UnitActionModifier uniques
Modifiers that can be added to UnitAction uniques as conditionals
<by consuming this unit>
Applicable to: UnitActionModifier
<for [amount] movement>
Will consume up to [amount] of Movement to execute Example: "<for [3] movement>"
Applicable to: UnitActionModifier
<for all movement>
Will consume all Movement to execute Applicable to: UnitActionModifier
<requires [amount] movement>
Requires [amount] of Movement to execute. Unit's Movement is rounded up Example: "<requires [3] movement>"
Applicable to: UnitActionModifier
<costs [stats] stats>
A positive Integer value will be subtracted from your stock. Food and Production will be removed from Closest City's current stock Example: "<costs [+1 Gold, +2 Production] stats>"
Applicable to: UnitActionModifier
<costs [amount] [stockpiledResource]>
A positive Integer value will be subtracted from your stock. Do not confuse with "Costs [amount] [stockpiledResource]" (uppercase 'C') for Improvements, Buildings, and Units. Example: "<costs [3] [Mana]>"
Applicable to: UnitActionModifier
<removing the [promotion] promotion/status>
Removes the promotion/status from the unit - this is not a cost, units will be able to activate the action even without the promotion/status. To limit, use
Applicable to: UnitActionModifier
<once>
Applicable to: UnitActionModifier
<[amount] times>
Example: "<[3] times>"
Applicable to: UnitActionModifier
<[amount] additional time(s)>
Example: "<[3] additional time(s)>"
Applicable to: UnitActionModifier
<after which this unit is consumed>
Applicable to: UnitActionModifier
MetaModifier uniques
Modifiers that can be added to other uniques changing user experience, not their behavior
<for [amount] turns>
Turns this unique into a trigger, activating this unique as a global unique for a number of turns Example: "<for [3] turns>"
Applicable to: MetaModifier
<hidden from users>
Applicable to: MetaModifier
<for every [countable]>
Example: "<for every [1000]>"
Applicable to: MetaModifier
<for every adjacent [tileFilter]>
Example: "<for every adjacent [Farm]>"
Applicable to: MetaModifier
<for every [amount] [countable]>
Example: "<for every [3] [1000]>"
Applicable to: MetaModifier
<(modified by game speed)>
Can only be applied to certain uniques, see details of each unique for specifics Applicable to: MetaModifier
<Suppress warning [validationWarning]>
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. Example: "<Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]>"
Applicable to: Triggerable, Terrain, Speed, ModOptions, MetaModifier