Uniques
Simple unique parameters are explained by mouseover. Complex parameters are explained in Unique parameter types
Triggerable uniques
Free [baseUnitFilter] appears
Example: "Free [Melee] appears"
Applicable to: Triggerable
[amount] free [baseUnitFilter] units appear
Example: "[3] free [Melee] units appear"
Applicable to: Triggerable
Free Social Policy
Applicable to: Triggerable
[amount] Free Social Policies
Example: "[3] Free Social Policies"
Applicable to: Triggerable
Empire enters golden age
Applicable to: Triggerable
Free Great Person
Applicable to: Triggerable
[amount] population [cityFilter]
Example: "[3] population [in all cities]"
Applicable to: Triggerable
Free Technology
Applicable to: Triggerable
[amount] Free Technologies
Example: "[3] Free Technologies"
Applicable to: Triggerable
Reveals the entire map
Applicable to: Triggerable
Triggers voting for the Diplomatic Victory
Applicable to: Triggerable
Triggers the following global alert: [comment]
Example: "Triggers the following global alert: [comment]"
Applicable to: Triggerable
This Unit gains the [promotion] promotion
Example: "This Unit gains the [Shock I] promotion"
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 [amount] 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 [amount] cities for free
Example: "Provides a [Library] in your first [3] cities for free"
Applicable to: Triggerable
Will not be displayed in Civilopedia
Applicable to: Triggerable, Global, Nation, Era, Speed, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Tutorial, CityState, ModOptions, Conditional
Global uniques
[stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Global, FollowerBelief, 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] 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
[amount] units cost no maintenance
Example: "[3] units cost no maintenance"
Applicable to: Global
Cannot build [baseUnitFilter] units
Example: "Cannot build [Melee] units"
Applicable to: Global
[relativeAmount]% growth [cityFilter]
Example: "[+20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
[relativeAmount]% Food is carried over after population increases [cityFilter]
Example: "[+20]% Food is carried over after population increases [in all cities]"
Applicable to: Global, FollowerBelief
Gain a free [buildingName] [cityFilter]
Example: "Gain a free [Library] [in all cities]"
Applicable to: Global
[relativeAmount]% Great Person generation [cityFilter]
Example: "[+20]% Great Person generation [in all cities]"
Applicable to: Global, FollowerBelief
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
[stats] whenever a Great Person is expended
Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"
Applicable to: Global
[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]
Example: "[+20]% Unhappiness from [Followers of this Religion] [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
Provides 1 happiness per 2 additional social policies adopted
Applicable to: Global
[relativeAmount]% of excess happiness converted to [stat]
Example: "[+20]% of excess happiness converted to [Culture]"
Applicable to: 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
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
Enables conversion of city production to [civWideStat]
Example: "Enables conversion of city production to [Gold]"
Applicable to: Global
[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
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
[relativeAmount]% maintenance cost for buildings [cityFilter]
Example: "[+20]% maintenance cost for buildings [in all cities]"
Applicable to: Global, FollowerBelief
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
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
[amount] Happiness from each type of luxury resource
Example: "[3] Happiness from each type of luxury resource"
Applicable to: Global
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
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
Double Happiness from Natural Wonders
Applicable to: Global
Enables construction of Spaceship parts
Applicable to: Global
Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)
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
Notified of new Barbarian encampments
Applicable to: Global
"Borrows" city names from other civilizations in the game
Applicable to: Global
100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)
Applicable to: Global
Unhappiness from number of Cities doubled
Applicable to: Global
Great General provides double combat bonus
Applicable to: Global, Unit
Receive a tech boost when scientific buildings/wonders are built in capital
Applicable to: Global
May not generate great prophet equivalents naturally
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
Receive triple Gold from Barbarian encampments and pillaging Cities
Applicable to: Global
Cities are razed [amount] times as fast
Example: "Cities are razed [3] times as fast"
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
No Maintenance costs for improvements in [tileFilter] tiles
Example: "No Maintenance costs for improvements in [Farm] tiles"
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
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
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
[relativeAmount]% Faith cost of generating Great Prophet equivalents
Example: "[+20]% Faith cost of generating Great Prophet equivalents"
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
[relativeAmount]% [stat] from City-States
Example: "[+20]% [Culture] from City-States"
Applicable to: Global
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
Receive free [unit] when you discover [tech]
Example: "Receive free [Musketman] when you discover [Agriculture]"
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
Triggers victory
Applicable to: Global
Triggers a Cultural Victory upon completion
Applicable to: Global
[relativeAmount]% City Strength from defensive buildings
Example: "[+20]% City Strength from defensive buildings"
Applicable to: Global
[relativeAmount]% tile improvement construction time
Example: "[+20]% tile improvement construction time"
Applicable to: Global, Unit
[relativeAmount]% Gold from Great Merchant trade missions
Example: "[+20]% Gold from Great Merchant trade missions"
Applicable to: Global
[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]% Golden Age length
Example: "[+20]% Golden Age length"
Applicable to: Global
[relativeAmount]% Strength for cities
Example: "[+20]% Strength for 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
[baseUnitFilter] units built [cityFilter] can [action] [amount] extra times
Example: "[Melee] units built [in all cities] can [Spread Religion] [3] extra times"
Applicable to: Global, FollowerBelief
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
Population loss from nuclear attacks [relativeAmount]% [cityFilter]
Example: "Population loss from nuclear attacks [+20]% [in all cities]"
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
Can be continually researched
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
Units in cities cost no Maintenance
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
+30% Strength when fighting City-State units and cities
Applicable to: Global
[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
[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
Normal vision when embarked
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"
Applicable to: Global, Unit
[amount] Movement point cost to embark
Example: "[3] Movement point cost to embark"
Applicable to: Global, Unit
This Unit upgrades for free
Applicable to: Global
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
Era uniques
Starting in this era disables religion
Applicable to: Era
Tech uniques
Starting tech
Applicable to: Tech
Only available
Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement
Cannot be hurried
Applicable to: Tech, Building
FounderBelief uniques
[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
FollowerBelief uniques
[relativeAmount]% [stat] from every follower, up to [relativeAmount]%
Example: "[+20]% [Culture] from every follower, up to [+20]%"
Applicable to: FollowerBelief
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
Provides [amount] [resource]
Example: "Provides [3] [Iron]"
Applicable to: Building, Improvement
Unbuildable
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
Requires a [buildingName] in all cities
Example: "Requires a [Library] in all cities"
Applicable to: Building
Requires a [buildingName] in at least [amount] cities
Example: "Requires a [Library] in at least [3] cities"
Applicable to: Building
Can only be built [cityFilter]
Example: "Can only be built [in all cities]"
Applicable to: Building
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 [terrainFilter]
Example: "Must be on [Fresh Water]"
Applicable to: Building
Must not be on [terrainFilter]
Example: "Must not be on [Fresh Water]"
Applicable to: Building
Must be next to [terrainFilter]
Example: "Must be next to [Fresh Water]"
Applicable to: Building, Improvement
Must not be next to [terrainFilter]
Example: "Must not be next to [Fresh Water]"
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
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
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
Hidden when [victoryType] Victory is disabled
Example: "Hidden when [Domination] Victory is disabled"
Applicable to: Building, Unit
Unit uniques
Founds a new city
Applicable to: Unit
Can construct [improvementName]
Example: "Can construct [Trading Post]"
Applicable to: Unit
Can build [improvementFilter/terrainFilter] improvements on tiles
Example: "Can build [All Road] improvements on tiles"
Applicable to: Unit
May create improvements on water resources
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
May found a religion
Applicable to: Unit
May enhance a religion
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
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
Can move after attacking
Applicable to: Unit
Transfer Movement to [unit]
Example: "Transfer Movement to [Musketman]"
Applicable to: Unit
Can move immediately once bought
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
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
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
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
Can perform Air Sweep
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
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 [baseUnitFilter] through ruins-like effects
Example: "May upgrade to [Melee] through ruins-like effects"
Applicable to: Unit
Destroys tile improvements when attacking
Applicable to: Unit
Double movement in [terrainFilter]
Example: "Double movement in [Fresh Water]"
Applicable to: Unit
All tiles cost 1 movement
Applicable to: Unit
Can pass through impassable tiles
Applicable to: Unit
Ignores terrain cost
Applicable to: Unit
Ignores Zone of Control
Applicable to: Unit
Rough terrain penalty
Applicable to: Unit
Can enter ice tiles
Applicable to: Unit
Cannot enter ocean tiles
Applicable to: Unit
May enter foreign tiles without open borders
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"
Applicable to: Unit
Never appears as a Barbarian unit
Applicable to: Unit
Religious Unit
Applicable to: Unit
Can be added to [comment] in the Capital
Example: "Can be added to [comment] in the Capital"
Applicable to: Unit
Can start an [amount]-turn golden age
Example: "Can start an [3]-turn golden age"
Applicable to: Unit
Great Person - [comment]
Example: "Great Person - [comment]"
Applicable to: Unit
Prevents spreading of religion to the city it is next to
Applicable to: Unit
Takes your religion over the one in their birth city
Applicable to: Unit
Removes other religions when spreading religion
Applicable to: Unit
Can [action] [amount] times
Example: "Can [Spread Religion] [3] times"
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 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
Promotion uniques
Heal this unit by [amount] HP
Example: "Heal this unit by [3] HP"
Applicable to: Promotion
Doing so will consume this opportunity to choose a Promotion
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 500 Gold 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"
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
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 [amount] and [amount] and humidity between [amount] and [amount]
Example: "Occurs at temperature between [3] and [3] and humidity between [3] and [3]"
Applicable to: Terrain
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
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] gold per turn when in your territory
Example: "Costs [3] gold per turn when in your territory"
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
Constructing it will take over the tiles around it and assign them to your closest city
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
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 [baseUnitFilter] found in the ruins
Example: "Free [Melee] found in the ruins"
Applicable to: Ruins
[amount] population in a random city
Example: "[3] population in a random city"
Applicable to: Ruins
[amount] free random researchable Tech(s) from the [era]
Example: "[3] free random researchable Tech(s) from the [Ancient era]"
Applicable to: Ruins
Gain [amount] [stat]
Example: "Gain [3] [Culture]"
Applicable to: Ruins
Gain [amount]-[amount] [stat]
Example: "Gain [3]-[3] [Culture]"
Applicable to: Ruins
Gain enough Faith for a Pantheon
Applicable to: Ruins
Gain enough Faith for [amount]% of a Great Prophet
Example: "Gain enough Faith for [3]% of a Great Prophet"
Applicable to: Ruins
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius
Example: "Reveal up to [3] [Farm] within a [3] tile radius"
Applicable to: Ruins
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% 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
This Unit gains [amount] XP
Example: "This Unit gains [3] XP"
Applicable to: Ruins
This Unit upgrades for free including special upgrades
Applicable to: Ruins
Only available after [amount] turns
Example: "Only available after [3] turns"
Applicable to: Ruins
Hidden before founding a Pantheon
Applicable to: Ruins
Hidden after founding a Pantheon
Applicable to: Ruins
Hidden after generating a Great Prophet
Applicable to: Ruins
CityState uniques
Provides [stats] per turn
Example: "Provides [+1 Gold, +2 Production] per turn"
Applicable to: CityState
Provides [stats] [cityFilter] per turn
Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn"
Applicable to: CityState
Provides [amount] Happiness
Example: "Provides [3] Happiness"
Applicable to: CityState
Provides military units every ≈[amount] turns
Example: "Provides military units every ≈[3] turns"
Applicable to: CityState
Provides a unique luxury
Applicable to: CityState
Conditional uniques
<for [amount] turns>
Example: "<for [3] turns>"
Applicable to: Conditional
<by consuming this unit>
Applicable to: Conditional
<with [amount]% chance>
Example: "<with [3]% chance>"
Applicable to: Conditional
<when at war>
Applicable to: Conditional
<when not at war>
Applicable to: Conditional
<during a Golden Age>
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 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 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
<upon discovering [tech]>
Example: "<upon discovering [Agriculture]>"
Applicable to: Conditional
<after adopting [policy]>
Example: "<after adopting [Oligarchy]>"
Applicable to: Conditional
<before adopting [policy]>
Example: "<before adopting [Oligarchy]>"
Applicable to: Conditional
<if [buildingName] is constructed>
Example: "<if [Library] is constructed>"
Applicable to: Conditional
<with [resource]>
Example: "<with [Iron]>"
Applicable to: Conditional
<without [resource]>
Example: "<without [Iron]>"
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
<with a garrison>
Applicable to: Conditional
<for [mapUnitFilter] units>
Example: "<for [Wounded] units>"
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
<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
<with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles>
Example: "<with [3] to [3] neighboring [Farm] [Farm] tiles>"
Applicable to: Conditional
<in [tileFilter] tiles>
Example: "<in [Farm] tiles>"
Applicable to: Conditional
<in [tileFilter] [tileFilter] tiles>
Example: "<in [Farm] [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
<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