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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