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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]

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

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] [StockpiledResource]"

Applicable to: Triggerable

Instantly provides [positiveAmount] [stockpiledResource]

Example: "Instantly provides [3] [StockpiledResource]"

Applicable to: Triggerable

Gain [amount] [stat]

Example: "Gain [3] [Culture]"

Applicable to: Triggerable

Gain [amount] [stat] (modified by game speed)

Example: "Gain [3] [Culture] (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

Reveal up to [positiveAmount/'all'] [tileFilter] within a [amount] 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

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

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

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.

Heal this unit by [positiveAmount] HP

Example: "Heal this unit by [3] HP"

Applicable to: UnitTriggerable

This Unit takes [positiveAmount] damage

Example: "This Unit takes [3] damage"

Applicable to: UnitTriggerable

This Unit gains [amount] XP

Example: "This Unit gains [3] XP"

Applicable to: UnitTriggerable

This Unit upgrades for free

Applicable to: UnitTriggerable

This Unit upgrades for free including special upgrades

Applicable to: UnitTriggerable

This Unit gains the [promotion] promotion

Example: "This Unit gains the [Shock I] promotion"

Applicable to: UnitTriggerable

This Unit loses the [promotion] promotion

Example: "This Unit loses the [Shock I] promotion"

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

[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

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

Provides a sum of gold each time you spend a Great Person

Applicable to: Global

[stats] whenever a Great Person is expended

Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"

Applicable to: Global

[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

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"

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"

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 (modified by game speed)

Example: "[+1 Gold, +2 Production] when a city adopts this religion for the first time (modified by game speed)"

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"

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

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

No defensive terrain bonus

Applicable to: Global, Unit

No defensive terrain penalty

Applicable to: Global, Unit

Damage is ignored when determining unit Strength

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

Defense bonus when embarked

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 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 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 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 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

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

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 ". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins

Unavailable

Meant to be used together with conditionals, like "Unavailable ". Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins

Cannot be hurried

Applicable to: Tech, Building

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

FollowerBelief uniques

Uniques for Pantheon and Follower type beliefs, that will apply to each city where the religion is the majority religion

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

Building uniques

Consumes [amount] [resource]

Example: "Consumes [3] [Iron]"

Applicable to: Building, Unit, Improvement

Costs [amount] [stockpiledResource]

Example: "Costs [3] [StockpiledResource]"

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

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 ". Only allows Building when ALL conditionals are met. Will also NOT block Upgrade and Transform actions. See also OnlyAvailable. Applicable to: Building, Unit

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

Hidden when religion is disabled

Applicable to: Building, Unit, Ruins, Tutorial

Hidden when espionage is disabled

Applicable to: Building

Hidden when [victoryType] Victory is disabled

Example: "Hidden when [Domination] Victory is disabled"

Applicable to: Building, Unit

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

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 for enemy [combatantFilter] units in adjacent [tileFilter] tiles

Example: "[+20]% Strength for enemy [City] 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

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: Unit

Nuclear weapon of Strength [amount]

Example: "Nuclear weapon of Strength [3]"

Applicable to: Unit

Uncapturable

Applicable to: Unit

May withdraw before melee ([amount]%)

Example: "May withdraw before melee ([3]%)"

Applicable to: Unit

Unable to capture cities

Applicable to: Unit

Unable to pillage tiles

Applicable to: 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

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

May capture killed [mapUnitFilter] units

Example: "May capture killed [Wounded] units"

Applicable to: Unit

Can be earned through combat

Applicable to: 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 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 may not work. Applicable to: Unit

All tiles cost 1 movement

Due to performance considerations, this unique is cached, thus conditionals may not work. Applicable to: Unit

May travel on Water tiles without embarking

Due to performance considerations, this unique is cached, thus conditionals may not work. Applicable to: Unit

Can pass through impassable tiles

Due to performance considerations, this unique is cached, thus conditionals may not work. Applicable to: Unit

Ignores terrain cost

Due to performance considerations, this unique is cached, thus conditionals may not work. Applicable to: Unit

Ignores Zone of Control

Due to performance considerations, this unique is cached, thus conditionals may not work. Applicable to: Unit

Rough terrain penalty

Due to performance considerations, this unique is cached, thus conditionals may not work. Applicable to: Unit

Can enter ice tiles

Due to performance considerations, this unique is cached, thus conditionals 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 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 may not work. Applicable to: Unit

Never appears as a Barbarian unit

Applicable to: Unit

Religious Unit

Applicable to: 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]

Example: "Is part of Great Person group [comment]"

Applicable to: Unit

Promotion uniques

Doing so will consume this opportunity to choose a Promotion

Applicable to: Promotion

This Promotion is free

Applicable to: Promotion

Terrain uniques

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]

Example: "Neighboring tiles will convert to [Grassland]"

Applicable to: Terrain

Neighboring tiles except [baseTerrain] will convert to [baseTerrain]

Example: "Neighboring tiles except [Grassland] 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 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

Improvement uniques

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]%

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

Constructing it will take over the tiles around it and assign them to your closest city

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 be replaced by automated workers

Applicable to: Improvement

Resource uniques

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

Applicable to: Resource

City-level resource

Applicable to: Resource

Cannot be traded

Applicable to: Resource

Not shown on world screen

Applicable to: Resource

Generated with weight [amount]

Example: "Generated with weight [3]"

Applicable to: Resource

Minor deposits generated with weight [amount]

Example: "Minor deposits generated with weight [3]"

Applicable to: Resource

Generated near City States with weight [amount]

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

Ruins uniques

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

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

Allow raze capital

Applicable to: ModOptions

Allow raze holy city

Applicable to: ModOptions

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

Conditional uniques

Modifiers that can be added to other uniques to limit when they will be active

<for [amount] turns>

Example: "<for [3] turns>"

Applicable to: Conditional

<with [amount]% chance>

Example: "<with [3]% chance>"

Applicable to: Conditional

<every [positiveAmount] turns>

Example: "<every [3] turns>"

Applicable to: Conditional

<before [amount] turns>

Example: "<before [3] turns>"

Applicable to: Conditional

<after [amount] turns>

Example: "<after [3] turns>"

Applicable to: Conditional

<for [civFilter]>

Example: "<for [City-States]>"

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

<on [speed] game speed>

Example: "<on [Quick] game speed>"

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 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]>

Example: "<when above [3] [Culture]>"

Applicable to: Conditional

<when below [amount] [stat/resource]>

Example: "<when below [3] [Culture]>"

Applicable to: Conditional

<when between [amount] and [amount] [stat/resource]>

Example: "<when between [3] and [3] [Culture]>"

Applicable to: Conditional

<when above [amount] [stat/resource] (modified by game speed)>

Example: "<when above [3] [Culture] (modified by game speed)>"

Applicable to: Conditional

<when below [amount] [stat/resource] (modified by game speed)>

Example: "<when below [3] [Culture] (modified by game speed)>"

Applicable to: Conditional

<when between [amount] and [amount] [stat/resource] (modified by game speed)>

Example: "<when between [3] and [3] [Culture] (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

<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]>

Example: "<for units with [Shock I]>"

Applicable to: Conditional

<for units without [promotion]>

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

<in tiles adjacent to [tileFilter]>

Example: "<in tiles adjacent to [Farm]>"

Applicable to: Conditional

<in tiles not adjacent to [tileFilter]>

Example: "<in tiles not adjacent to [Farm]>"

Applicable to: Conditional

<within [amount] tiles of a [tileFilter]>

Example: "<within [3] tiles of a [Farm]>"

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 greater than [countable]>

Example: "<when number of [1000] is greater 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

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 defeating a [mapUnitFilter] unit>

Example: "<upon defeating a [Wounded] unit>"

Applicable to: UnitTriggerCondition

<upon being defeated>

Applicable to: UnitTriggerCondition

<upon being promoted>

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. Example: "<costs [3] [StockpiledResource]>"

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

<hidden from users>

Applicable to: MetaModifier