# Uniques
Simple unique parameters are explained by mouseover. Complex parameters are explained in [Unique parameter types](../Unique-parameters)
## Triggerable uniques
??? example  "Free [baseUnitFilter] appears"
	Example: "Free [Melee] appears"

	Applicable to: Triggerable

??? example  "[amount] free [baseUnitFilter] units appear"
	Example: "[3] free [Melee] units appear"

	Applicable to: Triggerable

??? example  "Free Social Policy"
	Applicable to: Triggerable

??? example  "[amount] Free Social Policies"
	Example: "[3] Free Social Policies"

	Applicable to: Triggerable

??? example  "Empire enters golden age"
	Applicable to: Triggerable

??? example  "Free Great Person"
	Applicable to: Triggerable

??? example  "[amount] population [cityFilter]"
	Example: "[3] population [in all cities]"

	Applicable to: Triggerable

??? example  "Free Technology"
	Applicable to: Triggerable

??? example  "[amount] Free Technologies"
	Example: "[3] Free Technologies"

	Applicable to: Triggerable

??? example  "Reveals the entire map"
	Applicable to: Triggerable

??? example  "Gain a free [beliefType] belief"
	Example: "Gain a free [Follower] belief"

	Applicable to: Triggerable

??? example  "Triggers voting for the Diplomatic Victory"
	Applicable to: Triggerable

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

	Applicable to: Triggerable

??? example  "[mapUnitFilter] units gain the [promotion] promotion"
	Example: "[Wounded] units gain the [Shock I] promotion"

	Applicable to: Triggerable

??? example  "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

??? example  "Provides a [buildingName] in your first [amount] cities for free"
	Example: "Provides a [Library] in your first [3] cities for free"

	Applicable to: Triggerable

??? example  "Will not be displayed in Civilopedia"
	Applicable to: Triggerable, Global, Nation, Era, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, Tutorial, CityState, ModOptions, Conditional

## Global uniques
??? example  "[stats]"
	Example: "[+1 Gold, +2 Production]"

	Applicable to: Global, FollowerBelief, Terrain, Improvement

??? example  "[stats] [cityFilter]"
	Example: "[+1 Gold, +2 Production] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[stats] from every specialist [cityFilter]"
	Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[stats] per [amount] population [cityFilter]"
	Example: "[+1 Gold, +2 Production] per [3] population [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[stats] per [amount] social policies adopted"
	Example: "[+1 Gold, +2 Production] per [3] social policies adopted"

	Applicable to: Global

??? example  "[stats] in cities on [terrainFilter] tiles"
	Example: "[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"

	Applicable to: Global, FollowerBelief

??? example  "[stats] from all [buildingFilter] buildings"
	Example: "[+1 Gold, +2 Production] from all [Culture] buildings"

	Applicable to: Global, FollowerBelief

??? example  "[stats] from [tileFilter] tiles [cityFilter]"
	Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]"
	Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[stats] from every [tileFilter/specialist/buildingFilter]"
	Example: "[+1 Gold, +2 Production] from every [Farm]"

	Applicable to: Global, FollowerBelief

??? example  "[stats] from each Trade Route"
	Example: "[+1 Gold, +2 Production] from each Trade Route"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% [stat]"
	Example: "[+20]% [Culture]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% [stat] [cityFilter]"
	Example: "[+20]% [Culture] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% [stat] from every [tileFilter/buildingFilter]"
	Example: "[+20]% [Culture] from every [Farm]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% Yield from every [tileFilter/buildingFilter]"
	Example: "[+20]% Yield from every [Farm]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% [stat] from City-States"
	Example: "[+20]% [Culture] from City-States"

	Applicable to: Global

??? example  "[relativeAmount]% [stat] from Trade Routes"
	Example: "[+20]% [Culture] from Trade Routes"

	Applicable to: Global

??? example  "Nullifies [stat] [cityFilter]"
	Example: "Nullifies [Culture] [in all cities]"

	Applicable to: Global

??? example  "Nullifies Growth [cityFilter]"
	Example: "Nullifies Growth [in all cities]"

	Applicable to: Global

??? example  "[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]"
	Example: "[+20]% Production when constructing [Culture] buildings [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]"
	Example: "[+20]% Production when constructing [Melee] units [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]"
	Example: "[+20]% Production when constructing [Culture] wonders [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[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

??? example  "Military Units gifted from City-States start with [amount] XP"
	Example: "Military Units gifted from City-States start with [3] XP"

	Applicable to: Global

??? example  "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

??? example  "Gifts of Gold to City-States generate [relativeAmount]% more Influence"
	Example: "Gifts of Gold to City-States generate [+20]% more Influence"

	Applicable to: Global

??? example  "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

??? example  "City-State territory always counts as friendly territory"
	Applicable to: Global

??? example  "Allied City-States will occasionally gift Great People"
	Applicable to: Global

??? example  "[relativeAmount]% City-State Influence degradation"
	Example: "[+20]% City-State Influence degradation"

	Applicable to: Global

??? example  "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

??? example  "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

??? example  "[relativeAmount]% resources gifted by City-States"
	Example: "[+20]% resources gifted by City-States"

	Applicable to: Global

??? example  "[relativeAmount]% Happiness from luxury resources gifted by City-States"
	Example: "[+20]% Happiness from luxury resources gifted by City-States"

	Applicable to: Global

??? example  "City-State Influence recovers at twice the normal rate"
	Applicable to: Global

??? example  "[amount] units cost no maintenance"
	Example: "[3] units cost no maintenance"

	Applicable to: Global

??? example  "Cannot build [baseUnitFilter] units"
	Example: "Cannot build [Melee] units"

	Applicable to: Global

??? example  "Provides [amount] [resource]"
	Example: "Provides [3] [Iron]"

	Applicable to: Global, Improvement

??? example  "[relativeAmount]% growth [cityFilter]"
	Example: "[+20]% growth [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[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

??? example  "Gain a free [buildingName] [cityFilter]"
	Example: "Gain a free [Library] [in all cities]"

	Applicable to: Global

??? example  "[relativeAmount]% Great Person generation [cityFilter]"
	Example: "[+20]% Great Person generation [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion"
	Example: "May choose [3] additional [Follower] beliefs when [founding] a religion"

	Applicable to: Global

??? example  "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

??? example  "[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

??? example  "[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

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

	Applicable to: Global

??? example  "[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]"
	Example: "[+20]% Unhappiness from [Followers of this Religion] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% Food consumption by specialists [cityFilter]"
	Example: "[+20]% Food consumption by specialists [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% of excess happiness converted to [stat]"
	Example: "[+20]% of excess happiness converted to [Culture]"

	Applicable to: Global

??? example  "[relativeAmount]% Culture cost of natural border growth [cityFilter]"
	Example: "[+20]% Culture cost of natural border growth [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "[relativeAmount]% Gold cost of acquiring tiles [cityFilter]"
	Example: "[+20]% Gold cost of acquiring tiles [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "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

??? example  "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

??? example  "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]"
	Example: "May buy [Melee] units for [3] [Culture] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]"
	Example: "May buy [Culture] buildings for [3] [Culture] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "May buy [baseUnitFilter] units with [stat] [cityFilter]"
	Example: "May buy [Melee] units with [Culture] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "May buy [buildingFilter] buildings with [stat] [cityFilter]"
	Example: "May buy [Culture] buildings with [Culture] [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "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

??? example  "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

??? example  "Enables conversion of city production to [civWideStat]"
	Example: "Enables conversion of city production to [Gold]"

	Applicable to: Global

??? example  "[stat] cost of purchasing items in cities [relativeAmount]%"
	Example: "[Culture] cost of purchasing items in cities [+20]%"

	Applicable to: Global, FollowerBelief

??? example  "[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%"
	Example: "[Culture] cost of purchasing [Culture] buildings [+20]%"

	Applicable to: Global, FollowerBelief

??? example  "[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%"
	Example: "[Culture] cost of purchasing [Melee] units [+20]%"

	Applicable to: Global, FollowerBelief

??? example  "Improves movement speed on roads"
	Applicable to: Global

??? example  "Roads connect tiles across rivers"
	Applicable to: Global

??? example  "[relativeAmount]% maintenance on road & railroads"
	Example: "[+20]% maintenance on road & railroads"

	Applicable to: Global

??? example  "[relativeAmount]% maintenance cost for buildings [cityFilter]"
	Example: "[+20]% maintenance cost for buildings [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "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

??? example  "Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count."
	Applicable to: Global

??? example  "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

??? example  "[amount] Happiness from each type of luxury resource"
	Example: "[3] Happiness from each type of luxury resource"

	Applicable to: Global

??? example  "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

??? example  "[relativeAmount]% Culture cost of adopting new Policies"
	Example: "[+20]% Culture cost of adopting new Policies"

	Applicable to: Global

??? example  "Quantity of strategic resources produced by the empire +[relativeAmount]%"
	Example: "Quantity of strategic resources produced by the empire +[+20]%"

	Applicable to: Global

??? example  "Double quantity of [resource] produced"
	Example: "Double quantity of [Iron] produced"

	Applicable to: Global

??? example  "[stats] for every known Natural Wonder"
	Example: "[+1 Gold, +2 Production] for every known Natural Wonder"

	Applicable to: Global

??? example  "Enables construction of Spaceship parts"
	Applicable to: Global

??? example  "Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory"
	Example: "Enemy [Wounded] units must spend [3] extra movement points when inside your territory"

	Applicable to: Global

??? example  "Production to [civWideStat] conversion in cities changed by [relativeAmount]%"
	Example: "Production to [Gold] conversion in cities changed by [+20]%"

	Applicable to: Global

??? example  "Notified of new Barbarian encampments"
	Applicable to: Global

??? example  ""Borrows" city names from other civilizations in the game"
	Applicable to: Global

??? example  "100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)"
	Applicable to: Global

??? example  "Unhappiness from number of Cities doubled"
	Applicable to: Global

??? example  "Great General provides double combat bonus"
	Applicable to: Global, Unit

??? example  "Receive a tech boost when scientific buildings/wonders are built in capital"
	Applicable to: Global

??? example  "May not generate great prophet equivalents naturally"
	Applicable to: Global

??? example  "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

??? example  "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

??? example  "Receive triple Gold from Barbarian encampments and pillaging Cities"
	Applicable to: Global

??? example  "Cities are razed [amount] times as fast"
	Example: "Cities are razed [3] times as fast"

	Applicable to: Global

??? example  "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

??? example  "No Maintenance costs for improvements in [tileFilter] tiles"
	Example: "No Maintenance costs for improvements in [Farm] tiles"

	Applicable to: Global

??? example  "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

??? example  "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

??? example  "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

??? example  "[relativeAmount]% Faith cost of generating Great Prophet equivalents"
	Example: "[+20]% Faith cost of generating Great Prophet equivalents"

	Applicable to: Global

??? example  "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

??? example  "[relativeAmount]% [stat] from City-States"
	Example: "[+20]% [Culture] from City-States"

	Applicable to: Global

??? example  "Provides a sum of gold each time you spend a Great Person"
	Applicable to: Global

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

	Applicable to: Global

??? example  "Receive free [unit] when you discover [tech]"
	Example: "Receive free [Musketman] when you discover [Agriculture]"

	Applicable to: Global

??? example  "Enables Open Borders agreements"
	Applicable to: Global

??? example  "Enables Research agreements"
	Applicable to: Global

??? example  "Science gained from research agreements [relativeAmount]%"
	Example: "Science gained from research agreements [+20]%"

	Applicable to: Global

??? example  "Triggers victory"
	Applicable to: Global

??? example  "Triggers a Cultural Victory upon completion"
	Applicable to: Global

??? example  "[relativeAmount]% City Strength from defensive buildings"
	Example: "[+20]% City Strength from defensive buildings"

	Applicable to: Global

??? example  "[relativeAmount]% tile improvement construction time"
	Example: "[+20]% tile improvement construction time"

	Applicable to: Global, Unit

??? example  "[relativeAmount]% Gold from Great Merchant trade missions"
	Example: "[+20]% Gold from Great Merchant trade missions"

	Applicable to: Global

??? example  "[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

??? example  "[relativeAmount]% Golden Age length"
	Example: "[+20]% Golden Age length"

	Applicable to: Global

??? example  "[relativeAmount]% Strength for cities"
	Example: "[+20]% Strength for cities"

	Applicable to: Global, FollowerBelief

??? example  "New [baseUnitFilter] units start with [amount] Experience [cityFilter]"
	Example: "New [Melee] units start with [3] Experience [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "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

??? example  "[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

??? example  "Enables embarkation for land units"
	Applicable to: Global

??? example  "Enables [mapUnitFilter] units to enter ocean tiles"
	Example: "Enables [Wounded] units to enter ocean tiles"

	Applicable to: Global

??? example  "Population loss from nuclear attacks [relativeAmount]% [cityFilter]"
	Example: "Population loss from nuclear attacks [+20]% [in all cities]"

	Applicable to: Global

??? example  "[relativeAmount]% Natural religion spread [cityFilter]"
	Example: "[+20]% Natural religion spread [in all cities]"

	Applicable to: Global, FollowerBelief

??? example  "Religion naturally spreads to cities [amount] tiles away"
	Example: "Religion naturally spreads to cities [3] tiles away"

	Applicable to: Global, FollowerBelief

??? example  "Can be continually researched"
	Applicable to: Global

??? example  "[amount] Unit Supply"
	Example: "[3] Unit Supply"

	Applicable to: Global

??? example  "[amount] Unit Supply per [amount] population [cityFilter]"
	Example: "[3] Unit Supply per [3] population [in all cities]"

	Applicable to: Global

??? example  "[amount] Unit Supply per city"
	Example: "[3] Unit Supply per city"

	Applicable to: Global

??? example  "Units in cities cost no Maintenance"
	Applicable to: Global

??? example  "Rebel units may spawn"
	Applicable to: Global

??? example  "[relativeAmount]% Strength"
	Example: "[+20]% Strength"

	Applicable to: Global, Unit

??? example  "[relativeAmount]% Strength decreasing with distance from the capital"
	Example: "[+20]% Strength decreasing with distance from the capital"

	Applicable to: Global, Unit

??? example  "[relativeAmount]% to Flank Attack bonuses"
	Example: "[+20]% to Flank Attack bonuses"

	Applicable to: Global, Unit

??? example  "+30% Strength when fighting City-State units and cities"
	Applicable to: Global

??? example  "[amount] additional attacks per turn"
	Example: "[3] additional attacks per turn"

	Applicable to: Global, Unit

??? example  "[amount] Movement"
	Example: "[3] Movement"

	Applicable to: Global, Unit

??? example  "[amount] Sight"
	Example: "[3] Sight"

	Applicable to: Global, Unit, Terrain

??? example  "[amount] Range"
	Example: "[3] Range"

	Applicable to: Global, Unit

??? example  "[amount] HP when healing"
	Example: "[3] HP when healing"

	Applicable to: Global, Unit

??? example  "[relativeAmount]% Spread Religion Strength"
	Example: "[+20]% Spread Religion Strength"

	Applicable to: Global, Unit

??? example  "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

??? example  "No defensive terrain bonus"
	Applicable to: Global, Unit

??? example  "No defensive terrain penalty"
	Applicable to: Global, Unit

??? example  "Damage is ignored when determining unit Strength"
	Applicable to: Global, Unit

??? example  "No movement cost to pillage"
	Applicable to: Global, Unit

??? example  "May heal outside of friendly territory"
	Applicable to: Global, Unit

??? example  "All healing effects doubled"
	Applicable to: Global, Unit

??? example  "Heals [amount] damage if it kills a unit"
	Example: "Heals [3] damage if it kills a unit"

	Applicable to: Global, Unit

??? example  "Can only heal by pillaging"
	Applicable to: Global, Unit

??? example  "Normal vision when embarked"
	Applicable to: Global, Unit

??? example  "Defense bonus when embarked"
	Applicable to: Global, Unit

??? example  "[relativeAmount]% maintenance costs"
	Example: "[+20]% maintenance costs"

	Applicable to: Global, Unit

??? example  "[relativeAmount]% Gold cost of upgrading"
	Example: "[+20]% Gold cost of upgrading"

	Applicable to: Global, Unit

??? example  "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

??? example  "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

??? example  "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

??? example  "[amount] XP gained from combat"
	Example: "[3] XP gained from combat"

	Applicable to: Global, Unit

??? example  "[relativeAmount]% XP gained from combat"
	Example: "[+20]% XP gained from combat"

	Applicable to: Global, Unit

??? example  "[greatPerson] is earned [relativeAmount]% faster"
	Example: "[Great General] is earned [+20]% faster"

	Applicable to: Global, Unit

??? example  "[amount] Movement point cost to disembark"
	Example: "[3] Movement point cost to disembark"

	Applicable to: Global, Unit

??? example  "[amount] Movement point cost to embark"
	Example: "[3] Movement point cost to embark"

	Applicable to: Global, Unit

??? example  "This Unit upgrades for free"
	Applicable to: Global

## Nation uniques
??? example  "Will not be chosen for new games"
	Applicable to: Nation

??? example  "Starts with [tech]"
	Example: "Starts with [Agriculture]"

	Applicable to: Nation

??? example  "Starts with [policy] adopted"
	Example: "Starts with [Oligarchy] adopted"

	Applicable to: Nation

## Era uniques
??? example  "Starting in this era disables religion"
	Applicable to: Era

??? example  "Every major Civilization gains a spy once a civilization enters this era"
	Applicable to: Era

## Tech uniques
??? example  "Starting tech"
	Applicable to: Tech

??? example  "Only available"
	Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement, Ruins

??? example  "Cannot be hurried"
	Applicable to: Tech, Building

## Policy uniques
??? example  "Triggers the following global alert: [comment]"
	Example: "Triggers the following global alert: [comment]"

	Applicable to: Policy

## FounderBelief uniques
??? example  "[stats] for each global city following this religion"
	Example: "[+1 Gold, +2 Production] for each global city following this religion"

	Applicable to: FounderBelief

??? example  "[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
??? example  "[relativeAmount]% [stat] from every follower, up to [relativeAmount]%"
	Example: "[+20]% [Culture] from every follower, up to [+20]%"

	Applicable to: FollowerBelief

??? example  "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
??? example  "Consumes [amount] [resource]"
	Example: "Consumes [3] [Iron]"

	Applicable to: Building, Unit, Improvement

??? example  "Unbuildable"
	Applicable to: Building, Unit, Improvement

??? example  "Cannot be purchased"
	Applicable to: Building, Unit

??? example  "Can be purchased with [stat] [cityFilter]"
	Example: "Can be purchased with [Culture] [in all cities]"

	Applicable to: Building, Unit

??? example  "Can be purchased for [amount] [stat] [cityFilter]"
	Example: "Can be purchased for [3] [Culture] [in all cities]"

	Applicable to: Building, Unit

??? example  "Limited to [amount] per Civilization"
	Example: "Limited to [3] per Civilization"

	Applicable to: Building, Unit

??? example  "Hidden until [amount] social policy branches have been completed"
	Example: "Hidden until [3] social policy branches have been completed"

	Applicable to: Building, Unit

??? example  "Excess Food converted to Production when under construction"
	Applicable to: Building, Unit

??? example  "Requires at least [amount] population"
	Example: "Requires at least [3] population"

	Applicable to: Building, Unit

??? example  "Triggers a global alert upon build start"
	Applicable to: Building, Unit

??? example  "Triggers a global alert upon completion"
	Applicable to: Building, Unit

??? example  "Cost increases by [amount] per owned city"
	Example: "Cost increases by [3] per owned city"

	Applicable to: Building

??? example  "Requires a [buildingFilter] in all cities"
	Example: "Requires a [Culture] in all cities"

	Applicable to: Building

??? example  "Requires a [buildingFilter] in at least [amount] cities"
	Example: "Requires a [Culture] in at least [3] cities"

	Applicable to: Building

??? example  "Can only be built [cityFilter]"
	Example: "Can only be built [in all cities]"

	Applicable to: Building

??? example  "Must have an owned [tileFilter] within [amount] tiles"
	Example: "Must have an owned [Farm] within [3] tiles"

	Applicable to: Building

??? example  "Enables nuclear weapon"
	Applicable to: Building

??? example  "Must be on [terrainFilter]"
	Example: "Must be on [Fresh Water]"

	Applicable to: Building

??? example  "Must not be on [terrainFilter]"
	Example: "Must not be on [Fresh Water]"

	Applicable to: Building

??? example  "Must be next to [terrainFilter]"
	Example: "Must be next to [Fresh Water]"

	Applicable to: Building, Improvement

??? example  "Must not be next to [terrainFilter]"
	Example: "Must not be next to [Fresh Water]"

	Applicable to: Building

??? example  "Unsellable"
	Applicable to: Building

??? example  "Obsolete with [tech]"
	Example: "Obsolete with [Agriculture]"

	Applicable to: Building, Improvement, Resource

??? example  "Indicates the capital city"
	Applicable to: Building

??? example  "Provides 1 extra copy of each improved luxury resource near this City"
	Applicable to: Building

??? example  "Destroyed when the city is captured"
	Applicable to: Building

??? example  "Never destroyed when the city is captured"
	Applicable to: Building

??? example  "Doubles Gold given to enemy if city is captured"
	Applicable to: Building

??? example  "Remove extra unhappiness from annexed cities"
	Applicable to: Building

??? example  "Connects trade routes over water"
	Applicable to: Building

??? example  "Creates a [improvementName] improvement on a specific tile"
	Example: "Creates a [Trading Post] improvement on a specific tile"

	Applicable to: Building

??? example  "Spaceship part"
	Applicable to: Building, Unit

??? example  "Hidden when religion is disabled"
	Applicable to: Building, Unit, Ruins

??? example  "Hidden when [victoryType] Victory is disabled"
	Example: "Hidden when [Domination] Victory is disabled"

	Applicable to: Building, Unit

## Unit uniques
??? example  "Founds a new city"
	Applicable to: Unit

??? example  "Can construct [improvementName]"
	Example: "Can construct [Trading Post]"

	Applicable to: Unit

??? example  "Can build [improvementFilter/terrainFilter] improvements on tiles"
	Example: "Can build [All Road] improvements on tiles"

	Applicable to: Unit

??? example  "May create improvements on water resources"
	Applicable to: Unit

??? example  "[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles"
	Example: "[+20]% Strength for enemy [City] units in adjacent [Farm] tiles"

	Applicable to: Unit

??? example  "[relativeAmount]% Strength when stacked with [mapUnitFilter]"
	Example: "[+20]% Strength when stacked with [Wounded]"

	Applicable to: Unit

??? example  "[relativeAmount]% Strength bonus for [mapUnitFilter] units within [amount] tiles"
	Example: "[+20]% Strength bonus for [Wounded] units within [3] tiles"

	Applicable to: Unit

??? example  "May found a religion"
	Applicable to: Unit

??? example  "May enhance a religion"
	Applicable to: Unit

??? example  "Can only attack [combatantFilter] units"
	Example: "Can only attack [City] units"

	Applicable to: Unit

??? example  "Can only attack [tileFilter] tiles"
	Example: "Can only attack [Farm] tiles"

	Applicable to: Unit

??? example  "Cannot attack"
	Applicable to: Unit

??? example  "Must set up to ranged attack"
	Applicable to: Unit

??? example  "Self-destructs when attacking"
	Applicable to: Unit

??? example  "Blast radius [amount]"
	Example: "Blast radius [3]"

	Applicable to: Unit

??? example  "Ranged attacks may be performed over obstacles"
	Applicable to: Unit

??? example  "Nuclear weapon of Strength [amount]"
	Example: "Nuclear weapon of Strength [3]"

	Applicable to: Unit

??? example  "Uncapturable"
	Applicable to: Unit

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

	Applicable to: Unit

??? example  "Unable to capture cities"
	Applicable to: Unit

??? example  "Can move after attacking"
	Applicable to: Unit

??? example  "Transfer Movement to [mapUnitFilter]"
	Example: "Transfer Movement to [Wounded]"

	Applicable to: Unit

??? example  "Can move immediately once bought"
	Applicable to: Unit

??? example  "May Paradrop up to [amount] tiles from inside friendly territory"
	Example: "May Paradrop up to [3] tiles from inside friendly territory"

	Applicable to: Unit

??? example  "Unit will heal every turn, even if it performs an action"
	Applicable to: Unit

??? example  "All adjacent units heal [amount] HP when healing"
	Example: "All adjacent units heal [3] HP when healing"

	Applicable to: Unit

??? example  "Eliminates combat penalty for attacking across a coast"
	Applicable to: Unit

??? example  "May attack when embarked"
	Applicable to: Unit

??? example  "Eliminates combat penalty for attacking over a river"
	Applicable to: Unit

??? example  "No Sight"
	Applicable to: Unit

??? example  "Can see over obstacles"
	Applicable to: Unit

??? example  "Can carry [amount] [mapUnitFilter] units"
	Example: "Can carry [3] [Wounded] units"

	Applicable to: Unit

??? example  "Can carry [amount] extra [mapUnitFilter] units"
	Example: "Can carry [3] extra [Wounded] units"

	Applicable to: Unit

??? example  "Cannot be carried by [mapUnitFilter] units"
	Example: "Cannot be carried by [Wounded] units"

	Applicable to: Unit

??? example  "[relativeAmount]% chance to intercept air attacks"
	Example: "[+20]% chance to intercept air attacks"

	Applicable to: Unit

??? example  "Damage taken from interception reduced by [relativeAmount]%"
	Example: "Damage taken from interception reduced by [+20]%"

	Applicable to: Unit

??? example  "[relativeAmount]% Damage when intercepting"
	Example: "[+20]% Damage when intercepting"

	Applicable to: Unit

??? example  "[amount] extra interceptions may be made per turn"
	Example: "[3] extra interceptions may be made per turn"

	Applicable to: Unit

??? example  "Cannot be intercepted"
	Applicable to: Unit

??? example  "Cannot intercept [mapUnitFilter] units"
	Example: "Cannot intercept [Wounded] units"

	Applicable to: Unit

??? example  "Can perform Air Sweep"
	Applicable to: Unit

??? example  "[relativeAmount]% Strength when performing Air Sweep"
	Example: "[+20]% Strength when performing Air Sweep"

	Applicable to: Unit

??? example  "May capture killed [mapUnitFilter] units"
	Example: "May capture killed [Wounded] units"

	Applicable to: Unit

??? example  "Invisible to others"
	Applicable to: Unit

??? example  "Invisible to non-adjacent units"
	Applicable to: Unit

??? example  "Can see invisible [mapUnitFilter] units"
	Example: "Can see invisible [Wounded] units"

	Applicable to: Unit

??? example  "May upgrade to [baseUnitFilter] through ruins-like effects"
	Example: "May upgrade to [Melee] through ruins-like effects"

	Applicable to: Unit

??? example  "Destroys tile improvements when attacking"
	Applicable to: Unit

??? example  "Cannot move"
	Applicable to: Unit

??? example  "Double movement in [terrainFilter]"
	Example: "Double movement in [Fresh Water]"

	Applicable to: Unit

??? example  "All tiles cost 1 movement"
	Applicable to: Unit

??? example  "Can pass through impassable tiles"
	Applicable to: Unit

??? example  "Ignores terrain cost"
	Applicable to: Unit

??? example  "Ignores Zone of Control"
	Applicable to: Unit

??? example  "Rough terrain penalty"
	Applicable to: Unit

??? example  "Can enter ice tiles"
	Applicable to: Unit

??? example  "Cannot enter ocean tiles"
	Applicable to: Unit

??? example  "May enter foreign tiles without open borders"
	Applicable to: Unit

??? example  "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

??? example  "Never appears as a Barbarian unit"
	Applicable to: Unit

??? example  "Religious Unit"
	Applicable to: Unit

??? example  "Can be added to [comment] in the Capital"
	Example: "Can be added to [comment] in the Capital"

	Applicable to: Unit

??? example  "Can start an [amount]-turn golden age"
	Example: "Can start an [3]-turn golden age"

	Applicable to: Unit

??? example  "Great Person - [comment]"
	Example: "Great Person - [comment]"

	Applicable to: Unit

??? example  "Prevents spreading of religion to the city it is next to"
	Applicable to: Unit

??? example  "Takes your religion over the one in their birth city"
	Applicable to: Unit

??? example  "Removes other religions when spreading religion"
	Applicable to: Unit

??? example  "Can [action] [amount] times"
	Example: "Can [Spread Religion] [3] times"

	Applicable to: Unit

??? example  "Can speed up construction of a building"
	Applicable to: Unit

??? example  "Can speed up the construction of a wonder"
	Applicable to: Unit

??? example  "Can hurry technology research"
	Applicable to: Unit

??? example  "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

??? example  "Can transform to [unit]"
	Example: "Can transform to [Musketman]"

	Applicable to: Unit

## Promotion uniques
??? example  "Heal this unit by [amount] HP"
	Example: "Heal this unit by [3] HP"

	Applicable to: Promotion

??? example  "Doing so will consume this opportunity to choose a Promotion"
	Applicable to: Promotion

## Terrain uniques
??? example  "Must be adjacent to [amount] [simpleTerrain] tiles"
	Example: "Must be adjacent to [3] [Elevated] tiles"

	Applicable to: Terrain

??? example  "Must be adjacent to [amount] to [amount] [simpleTerrain] tiles"
	Example: "Must be adjacent to [3] to [3] [Elevated] tiles"

	Applicable to: Terrain

??? example  "Must not be on [amount] largest landmasses"
	Example: "Must not be on [3] largest landmasses"

	Applicable to: Terrain

??? example  "Must be on [amount] largest landmasses"
	Example: "Must be on [3] largest landmasses"

	Applicable to: Terrain

??? example  "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

??? example  "Occurs in groups of [amount] to [amount] tiles"
	Example: "Occurs in groups of [3] to [3] tiles"

	Applicable to: Terrain

??? example  "Neighboring tiles will convert to [baseTerrain]"
	Example: "Neighboring tiles will convert to [Grassland]"

	Applicable to: Terrain

??? example  "Neighboring tiles except [baseTerrain] will convert to [baseTerrain]"
	Example: "Neighboring tiles except [Grassland] will convert to [Grassland]"

	Applicable to: Terrain

??? example  "Grants 500 Gold to the first civilization to discover it"
	Applicable to: Terrain

??? example  "Units ending their turn on this terrain take [amount] damage"
	Example: "Units ending their turn on this terrain take [3] damage"

	Applicable to: Terrain

??? example  "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

??? example  "[amount] Strength for cities built on this terrain"
	Example: "[3] Strength for cities built on this terrain"

	Applicable to: Terrain

??? example  "Provides a one-time Production bonus to the closest city when cut down"
	Applicable to: Terrain

??? example  "Vegetation"
	Applicable to: Terrain

??? example  "Tile provides yield without assigned population"
	Applicable to: Terrain, Improvement

??? example  "Nullifies all other stats this tile provides"
	Applicable to: Terrain

??? example  "Only [improvementFilter] improvements may be built on this tile"
	Example: "Only [All Road] improvements may be built on this tile"

	Applicable to: Terrain

??? example  "Blocks line-of-sight from tiles at same elevation"
	Applicable to: Terrain

??? example  "Has an elevation of [amount] for visibility calculations"
	Example: "Has an elevation of [3] for visibility calculations"

	Applicable to: Terrain

??? example  "Always Fertility [amount] for Map Generation"
	Example: "Always Fertility [3] for Map Generation"

	Applicable to: Terrain

??? example  "[amount] to Fertility for Map Generation"
	Example: "[3] to Fertility for Map Generation"

	Applicable to: Terrain

??? example  "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

??? example  "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

??? example  "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

??? example  "Base Terrain on this tile is not counted for Region determination"
	Applicable to: Terrain

??? example  "Starts in regions of this type receive an extra [resource]"
	Example: "Starts in regions of this type receive an extra [Iron]"

	Applicable to: Terrain

??? example  "Never receives any resources"
	Applicable to: Terrain

??? example  "Becomes [terrainName] when adjacent to [terrainFilter]"
	Example: "Becomes [Forest] when adjacent to [Fresh Water]"

	Applicable to: Terrain

??? example  "Considered [terrainQuality] when determining start locations"
	Example: "Considered [Undesirable] when determining start locations"

	Applicable to: Terrain

??? example  "Doesn't generate naturally"
	Applicable to: Terrain, Resource

??? example  "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, Resource

??? example  "Occurs in chains at high elevations"
	Applicable to: Terrain

??? example  "Occurs in groups around high elevations"
	Applicable to: Terrain

??? example  "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

??? example  "Rare feature"
	Applicable to: Terrain

??? example  "[amount]% Chance to be destroyed by nukes"
	Example: "[3]% Chance to be destroyed by nukes"

	Applicable to: Terrain

??? example  "Fresh water"
	Applicable to: Terrain

??? example  "Rough terrain"
	Applicable to: Terrain

## Improvement uniques
??? example  "Can also be built on tiles adjacent to fresh water"
	Applicable to: Improvement

??? example  "[stats] from [tileFilter] tiles"
	Example: "[+1 Gold, +2 Production] from [Farm] tiles"

	Applicable to: Improvement

??? example  "[stats] for each adjacent [tileFilter]"
	Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"

	Applicable to: Improvement

??? example  "Can be built outside your borders"
	Applicable to: Improvement

??? example  "Can be built just outside your borders"
	Applicable to: Improvement

??? example  "Can only be built on [tileFilter] tiles"
	Example: "Can only be built on [Farm] tiles"

	Applicable to: Improvement

??? example  "Cannot be built on [tileFilter] tiles"
	Example: "Cannot be built on [Farm] tiles"

	Applicable to: Improvement

??? example  "Can only be built to improve a resource"
	Applicable to: Improvement

??? example  "Does not need removal of [tileFilter]"
	Example: "Does not need removal of [Farm]"

	Applicable to: Improvement

??? example  "Removes removable features when built"
	Applicable to: Improvement

??? example  "Gives a defensive bonus of [relativeAmount]%"
	Example: "Gives a defensive bonus of [+20]%"

	Applicable to: Improvement

??? example  "Costs [amount] [stat] per turn when in your territory"
	Example: "Costs [3] [Culture] per turn when in your territory"

	Applicable to: Improvement

??? example  "Costs [amount] [stat] per turn"
	Example: "Costs [3] [Culture] per turn"

	Applicable to: Improvement

??? example  "Costs [amount] gold per turn when in your territory"
	Example: "Costs [3] gold per turn when in your territory"

	Applicable to: Improvement

??? example  "Adjacent enemy units ending their turn take [amount] damage"
	Example: "Adjacent enemy units ending their turn take [3] damage"

	Applicable to: Improvement

??? example  "Constructing it will take over the tiles around it and assign them to your closest city"
	Applicable to: Improvement

??? example  "Great Improvement"
	Applicable to: Improvement

??? example  "Provides a random bonus when entered"
	Applicable to: Improvement

??? example  "Constructing it will take over the tiles around it and assign them to your closest city"
	Applicable to: Improvement

??? example  "Unpillagable"
	Applicable to: Improvement

??? example  "Pillaging this improvement yields approximately [stats]"
	Example: "Pillaging this improvement yields approximately [+1 Gold, +2 Production]"

	Applicable to: Improvement

??? example  "Pillaging this improvement yields [stats]"
	Example: "Pillaging this improvement yields [+1 Gold, +2 Production]"

	Applicable to: Improvement

??? example  "Irremovable"
	Applicable to: Improvement

??? example  "Will be replaced by automated workers"
	Applicable to: Improvement

## Resource uniques
??? example  "Deposits in [tileFilter] tiles always provide [amount] resources"
	Example: "Deposits in [Farm] tiles always provide [3] resources"

	Applicable to: Resource

??? example  "Can only be created by Mercantile City-States"
	Applicable to: Resource

??? example  "Generated with weight [amount]"
	Example: "Generated with weight [3]"

	Applicable to: Resource

??? example  "Minor deposits generated with weight [amount]"
	Example: "Minor deposits generated with weight [3]"

	Applicable to: Resource

??? example  "Generated near City States with weight [amount]"
	Example: "Generated near City States with weight [3]"

	Applicable to: Resource

??? example  "Special placement during map generation"
	Applicable to: Resource

??? example  "Generated on every [amount] tiles"
	Example: "Generated on every [3] tiles"

	Applicable to: Resource

??? example  "Guaranteed with Strategic Balance resource option"
	Applicable to: Resource

## Ruins uniques
??? example  "Free [baseUnitFilter] found in the ruins"
	Example: "Free [Melee] found in the ruins"

	Applicable to: Ruins

??? example  "[amount] population in a random city"
	Example: "[3] population in a random city"

	Applicable to: Ruins

??? example  "[amount] free random researchable Tech(s) from the [era]"
	Example: "[3] free random researchable Tech(s) from the [Ancient era]"

	Applicable to: Ruins

??? example  "Gain [amount] [stat]"
	Example: "Gain [3] [Culture]"

	Applicable to: Ruins

??? example  "Gain [amount]-[amount] [stat]"
	Example: "Gain [3]-[3] [Culture]"

	Applicable to: Ruins

??? example  "Gain enough Faith for a Pantheon"
	Applicable to: Ruins

??? example  "Gain enough Faith for [amount]% of a Great Prophet"
	Example: "Gain enough Faith for [3]% of a Great Prophet"

	Applicable to: Ruins

??? example  "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

??? example  "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

??? example  "This Unit gains [amount] XP"
	Example: "This Unit gains [3] XP"

	Applicable to: Ruins

??? example  "This Unit upgrades for free including special upgrades"
	Applicable to: Ruins

??? example  "Hidden after generating a Great Prophet"
	Applicable to: Ruins

## CityState uniques
??? example  "Provides military units every ≈[amount] turns"
	Example: "Provides military units every ≈[3] turns"

	Applicable to: CityState

??? example  "Provides a unique luxury"
	Applicable to: CityState

## Conditional uniques
??? example  "&lt;for [amount] turns&gt;"
	Example: "&lt;for [3] turns&gt;"

	Applicable to: Conditional

??? example  "&lt;by consuming this unit&gt;"
	Applicable to: Conditional

??? example  "&lt;with [amount]% chance&gt;"
	Example: "&lt;with [3]% chance&gt;"

	Applicable to: Conditional

??? example  "&lt;before [amount] turns&gt;"
	Example: "&lt;before [3] turns&gt;"

	Applicable to: Conditional

??? example  "&lt;after [amount] turns&gt;"
	Example: "&lt;after [3] turns&gt;"

	Applicable to: Conditional

??? example  "&lt;when at war&gt;"
	Applicable to: Conditional

??? example  "&lt;when not at war&gt;"
	Applicable to: Conditional

??? example  "&lt;during a Golden Age&gt;"
	Applicable to: Conditional

??? example  "&lt;during We Love The King Day&gt;"
	Applicable to: Conditional

??? example  "&lt;while the empire is happy&gt;"
	Applicable to: Conditional

??? example  "&lt;when between [amount] and [amount] Happiness&gt;"
	Example: "&lt;when between [3] and [3] Happiness&gt;"

	Applicable to: Conditional

??? example  "&lt;when below [amount] Happiness&gt;"
	Example: "&lt;when below [3] Happiness&gt;"

	Applicable to: Conditional

??? example  "&lt;during the [era]&gt;"
	Example: "&lt;during the [Ancient era]&gt;"

	Applicable to: Conditional

??? example  "&lt;before the [era]&gt;"
	Example: "&lt;before the [Ancient era]&gt;"

	Applicable to: Conditional

??? example  "&lt;starting from the [era]&gt;"
	Example: "&lt;starting from the [Ancient era]&gt;"

	Applicable to: Conditional

??? example  "&lt;if starting in the [era]&gt;"
	Example: "&lt;if starting in the [Ancient era]&gt;"

	Applicable to: Conditional

??? example  "&lt;if no other Civilization has researched this&gt;"
	Applicable to: Conditional

??? example  "&lt;after discovering [tech]&gt;"
	Example: "&lt;after discovering [Agriculture]&gt;"

	Applicable to: Conditional

??? example  "&lt;before discovering [tech]&gt;"
	Example: "&lt;before discovering [Agriculture]&gt;"

	Applicable to: Conditional

??? example  "&lt;after adopting [policy]&gt;"
	Example: "&lt;after adopting [Oligarchy]&gt;"

	Applicable to: Conditional

??? example  "&lt;before adopting [policy]&gt;"
	Example: "&lt;before adopting [Oligarchy]&gt;"

	Applicable to: Conditional

??? example  "&lt;before founding a Pantheon&gt;"
	Applicable to: Conditional

??? example  "&lt;after founding a Pantheon&gt;"
	Applicable to: Conditional

??? example  "&lt;if [buildingFilter] is constructed&gt;"
	Example: "&lt;if [Culture] is constructed&gt;"

	Applicable to: Conditional

??? example  "&lt;with [resource]&gt;"
	Example: "&lt;with [Iron]&gt;"

	Applicable to: Conditional

??? example  "&lt;without [resource]&gt;"
	Example: "&lt;without [Iron]&gt;"

	Applicable to: Conditional

??? example  "&lt;in cities with a [buildingFilter]&gt;"
	Example: "&lt;in cities with a [Culture]&gt;"

	Applicable to: Conditional

??? example  "&lt;in cities without a [buildingFilter]&gt;"
	Example: "&lt;in cities without a [Culture]&gt;"

	Applicable to: Conditional

??? example  "&lt;in cities with at least [amount] [populationFilter]&gt;"
	Example: "&lt;in cities with at least [3] [Followers of this Religion]&gt;"

	Applicable to: Conditional

??? example  "&lt;with a garrison&gt;"
	Applicable to: Conditional

??? example  "&lt;for [mapUnitFilter] units&gt;"
	Example: "&lt;for [Wounded] units&gt;"

	Applicable to: Conditional

??? example  "&lt;for units with [promotion]&gt;"
	Example: "&lt;for units with [Shock I]&gt;"

	Applicable to: Conditional

??? example  "&lt;for units without [promotion]&gt;"
	Example: "&lt;for units without [Shock I]&gt;"

	Applicable to: Conditional

??? example  "&lt;vs cities&gt;"
	Applicable to: Conditional

??? example  "&lt;vs [mapUnitFilter] units&gt;"
	Example: "&lt;vs [Wounded] units&gt;"

	Applicable to: Conditional

??? example  "&lt;when fighting units from a Civilization with more Cities than you&gt;"
	Applicable to: Conditional

??? example  "&lt;when attacking&gt;"
	Applicable to: Conditional

??? example  "&lt;when defending&gt;"
	Applicable to: Conditional

??? example  "&lt;when fighting in [tileFilter] tiles&gt;"
	Example: "&lt;when fighting in [Farm] tiles&gt;"

	Applicable to: Conditional

??? example  "&lt;on foreign continents&gt;"
	Applicable to: Conditional

??? example  "&lt;when adjacent to a [mapUnitFilter] unit&gt;"
	Example: "&lt;when adjacent to a [Wounded] unit&gt;"

	Applicable to: Conditional

??? example  "&lt;when above [amount] HP&gt;"
	Example: "&lt;when above [3] HP&gt;"

	Applicable to: Conditional

??? example  "&lt;when below [amount] HP&gt;"
	Example: "&lt;when below [3] HP&gt;"

	Applicable to: Conditional

??? example  "&lt;if it hasn't used other actions yet&gt;"
	Applicable to: Conditional

??? example  "&lt;with [amount] to [amount] neighboring [tileFilter] tiles&gt;"
	Example: "&lt;with [3] to [3] neighboring [Farm] tiles&gt;"

	Applicable to: Conditional

??? example  "&lt;with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles&gt;"
	Example: "&lt;with [3] to [3] neighboring [Farm] [Farm] tiles&gt;"

	Applicable to: Conditional

??? example  "&lt;in [tileFilter] tiles&gt;"
	Example: "&lt;in [Farm] tiles&gt;"

	Applicable to: Conditional

??? example  "&lt;in [tileFilter] [tileFilter] tiles&gt;"
	Example: "&lt;in [Farm] [Farm] tiles&gt;"

	Applicable to: Conditional

??? example  "&lt;in tiles without [tileFilter]&gt;"
	Example: "&lt;in tiles without [Farm]&gt;"

	Applicable to: Conditional

??? example  "&lt;within [amount] tiles of a [tileFilter]&gt;"
	Example: "&lt;within [3] tiles of a [Farm]&gt;"

	Applicable to: Conditional

??? example  "&lt;on water maps&gt;"
	Applicable to: Conditional

??? example  "&lt;in [regionType] Regions&gt;"
	Example: "&lt;in [Hybrid] Regions&gt;"

	Applicable to: Conditional

??? example  "&lt;in all except [regionType] Regions&gt;"
	Example: "&lt;in all except [Hybrid] Regions&gt;"

	Applicable to: Conditional


*[action]: An action that a unit can perform. Currently, there are only two actions part of this: 'Spread Religion' and 'Remove Foreign religions from your own cities'
*[amount]: This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.
*[baseTerrain]: The name of any terrain that is a base terrain according to the json file.
*[belief]: The name of any belief.
*[beliefType]: 'Pantheon', 'Follower', 'Founder' or 'Enhancer'
*[buildingName]: The name of any building.
*[civWideStat]: All the following stats have civ-wide fields: `Gold`, `Science`, `Culture`, `Faith`.
*[combatantFilter]: This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`.
*[costOrStrength]: `Cost` or `Strength`.
*[era]: The name of any era.
*[foundingOrEnhancing]: `founding` or `enhancing`.
*[improvementName]: The name of any improvement.
*[policy]: The name of any policy.
*[promotion]: The name of any promotion.
*[relativeAmount]: This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).
*[resource]: The name of any resource.
*[specialist]: The name of any specialist.
*[stat]: This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!
*[stats]: For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!
*[tech]: The name of any tech.
*[tileFilter]: Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'
*[victoryType]: The name of any victory type: 'Neutral', 'Cultural', 'Diplomatic', 'Domination', 'Scientific', 'Time'