Resolved #5779 - uniques and conditionals for translating are taken directly from the uniquetypes

This commit is contained in:
yairm210 2021-12-10 15:34:17 +02:00
parent 23bad8d961
commit b537f9e386
42 changed files with 3805 additions and 996 deletions

View File

@ -1716,36 +1716,6 @@ Never destroyed when the city is captured =
Invisible to others = Invisível para outros
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -7309,3 +7279,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1776,36 +1776,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -8765,3 +8735,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1410,26 +1410,6 @@ Never destroyed when the city is captured = Nikdy se nezničí při obsazení m
Invisible to others = Neviditelná pro ostatní
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = není-li ve válce
when at war = je-li ve válce
while the empire is happy = je-li říše spokojená
during a Golden Age = během Zlatého věku
if this city has at least [amount] specialists = má-li toto město alespoň [amount] specialistů
# Requires translation!
for [mapUnitFilter] units =
vs cities = proti městům
vs [mapUnitFilter] units = proti [mapUnitFilter] jednotky
for combat in [tileFilter] tiles = při boji na políčkách [tileFilter]
when attacking = při útoku
when defending = při obraně
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5706,3 +5686,121 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = je-li ve válce
when not at war = není-li ve válce
while the empire is happy = je-li říše spokojená
during a Golden Age = během Zlatého věku
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = má-li toto město alespoň [amount] specialistů
# Requires translation!
for [mapUnitFilter] units =
vs cities = proti městům
vs [mapUnitFilter] units = proti [mapUnitFilter] jednotky
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = při útoku
when defending = při obraně
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1437,36 +1437,6 @@ Never destroyed when the city is captured = Nooit vernield bij verovering van de
Invisible to others = Onzichtbaar voor anderen
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -7615,3 +7585,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -2517,36 +2517,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -9523,3 +9493,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -2393,36 +2393,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -9439,3 +9409,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1686,36 +1686,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -7667,3 +7637,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1520,36 +1520,6 @@ Never destroyed when the city is captured =
Invisible to others = Invisible aux autres
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -6507,3 +6477,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1349,25 +1349,6 @@ Never destroyed when the city is captured = Wird niemals bei einer Annektierung
Invisible to others = Unsichtbar für andere
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = wenn nicht im Krieg
when at war = wenn im Krieg
while the empire is happy = solange das Reich glücklich ist
during a Golden Age = während eines Goldenen Zeitalters
if this city has at least [amount] specialists = wenn diese Stadt mindestens [amount] Spezialisten hat
for [mapUnitFilter] units = für [mapUnitFilter] Einheiten
vs cities = vs Städte
vs [mapUnitFilter] units = vs [mapUnitFilter] Einheiten
for combat in [tileFilter] tiles = für Kampf auf [tileFilter] Feldern
when attacking = beim Angriff
when defending = beim Verteidigen
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5319,3 +5300,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = Während des Wir Lieben Den König Tags wird die Stadt um 25 % schneller wachsen.
This means exploration and trade is important to grow your cities! = Das bedeutet, dass Erkundung und Handel wichtig sind, um deine Städte wachsen zu lassen!
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = wenn im Krieg
when not at war = wenn nicht im Krieg
while the empire is happy = solange das Reich glücklich ist
during a Golden Age = während eines Goldenen Zeitalters
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = wenn diese Stadt mindestens [amount] Spezialisten hat
for [mapUnitFilter] units = für [mapUnitFilter] Einheiten
vs cities = vs Städte
vs [mapUnitFilter] units = vs [mapUnitFilter] Einheiten
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = beim Angriff
when defending = beim Verteidigen
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -2119,36 +2119,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -8962,3 +8932,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1686,36 +1686,6 @@ Never destroyed when the city is captured =
Invisible to others = Láthatatlan mások számára
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -7238,3 +7208,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1349,25 +1349,6 @@ Never destroyed when the city is captured = Tidak akan hancur jika kota direbut
Invisible to others = Tidak terlihat bangsa lain
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = saat tidak sedang berperang
when at war = saat sedang berperang
while the empire is happy = selama kerajaan sedang bahagia
during a Golden Age = di saat Masa Kejayaan
if this city has at least [amount] specialists = jika kota ini memiliki setidaknya [amount] spesialis
for [mapUnitFilter] units = untuk unit [mapUnitFilter]
vs cities = vs kota
vs [mapUnitFilter] units = vs unit [mapUnitFilter]
for combat in [tileFilter] tiles = untuk pertempuran di daerah [tileFilter]
when attacking = saat menyerang
when defending = saat bertahan
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5319,3 +5300,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = Pada Hari Kami Mencintai Raja, kota akan berkembang 25% lebih cepat.
This means exploration and trade is important to grow your cities! = Ini berarti penjelajahan dan perdagangan penting agar kotamu berkembang!
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = saat sedang berperang
when not at war = saat tidak sedang berperang
while the empire is happy = selama kerajaan sedang bahagia
during a Golden Age = di saat Masa Kejayaan
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = jika kota ini memiliki setidaknya [amount] spesialis
for [mapUnitFilter] units = untuk unit [mapUnitFilter]
vs cities = vs kota
vs [mapUnitFilter] units = vs unit [mapUnitFilter]
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = saat menyerang
when defending = saat bertahan
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1350,25 +1350,6 @@ Never destroyed when the city is captured = Mai distrutto quando la città viene
Invisible to others = Invisibile per le altre unità
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = quando non sei in guerra
when at war = quando sei in guerra
while the empire is happy = mentre l'impero è felice
during a Golden Age = durante un'Età dell'Oro
if this city has at least [amount] specialists = se questa città possiede almeno [amount] specialisti
for [mapUnitFilter] units = per le unità [mapUnitFilter]
vs cities = contro le città
vs [mapUnitFilter] units = contro le unità [mapUnitFilter]
for combat in [tileFilter] tiles = quando combatti su [tileFilter]
when attacking = in attacco
when defending = in difesa
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5321,3 +5302,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = Durante tale celebrazione, la città crescerà il 25% più in fretta.
This means exploration and trade is important to grow your cities! = Questo rende l'esplorazione e il commercio molto importanti per la crescita delle città.
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = quando sei in guerra
when not at war = quando non sei in guerra
while the empire is happy = mentre l'impero è felice
during a Golden Age = durante un'Età dell'Oro
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = se questa città possiede almeno [amount] specialisti
for [mapUnitFilter] units = per le unità [mapUnitFilter]
vs cities = contro le città
vs [mapUnitFilter] units = contro le unità [mapUnitFilter]
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = in attacco
when defending = in difesa
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1637,36 +1637,6 @@ Never destroyed when the city is captured =
Invisible to others = 他文明には表示されない
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -6529,3 +6499,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1498,36 +1498,6 @@ Never destroyed when the city is captured = 도시가 점령되었을 때에도
Invisible to others = 다른 유닛에게 보이지 않음
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5968,3 +5938,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1823,36 +1823,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -8795,3 +8765,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1550,36 +1550,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -8362,3 +8332,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1823,36 +1823,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -8812,3 +8782,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1820,36 +1820,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -8809,3 +8779,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1620,36 +1620,6 @@ Never destroyed when the city is captured =
Invisible to others = Niewidoczny dla innych
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -6576,3 +6546,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1531,36 +1531,6 @@ Never destroyed when the city is captured =
Invisible to others = Invisível para outros
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -6920,3 +6890,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1896,36 +1896,6 @@ Never destroyed when the city is captured =
Invisible to others = Invizibil pentru alții
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -8403,3 +8373,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1351,25 +1351,6 @@ Never destroyed when the city is captured = Никогда не разрушае
Invisible to others = Невидим для остальных
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = в мирное время
when at war = во время войны
while the empire is happy = когда цивилизация счастлива
during a Golden Age = во время Золотого века
if this city has at least [amount] specialists = если в этом городе имеется как минимум [amount] специалистов
for [mapUnitFilter] units = для юнитов: [mapUnitFilter]
vs cities = против городов
vs [mapUnitFilter] units = против юнитов: [mapUnitFilter]
for combat in [tileFilter] tiles = для сражений на клетках [tileFilter]
when attacking = когда атакует
when defending = когда защищается
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5462,3 +5443,120 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = во время войны
when not at war = в мирное время
while the empire is happy = когда цивилизация счастлива
during a Golden Age = во время Золотого века
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = если в этом городе имеется как минимум [amount] специалистов
for [mapUnitFilter] units = для юнитов: [mapUnitFilter]
vs cities = против городов
vs [mapUnitFilter] units = против юнитов: [mapUnitFilter]
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = когда атакует
when defending = когда защищается
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1350,25 +1350,6 @@ Never destroyed when the city is captured = 城市被占领时不会被摧毁
Invisible to others = 对其他单位隐形
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = 当不处于战争时
when at war = 当处于战争时
while the empire is happy = 当帝国处于快乐时
during a Golden Age = 在黄金时代期间
if this city has at least [amount] specialists = 若此城市有至少[amount]专家
for [mapUnitFilter] units = 对[mapUnitFilter]单位
vs cities = 对战城市
vs [mapUnitFilter] units = 对战[mapUnitFilter]单位
for combat in [tileFilter] tiles = 在[tileFilter]中战斗
when attacking = 当攻击时
when defending = 当防御时
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5322,3 +5303,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = 在“我们爱戴领袖日”庆祝期间该城市的增长速度将提高25%。
This means exploration and trade is important to grow your cities! = 这意味着探索和贸易对于发展你的城市是很重要的!
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = 当处于战争时
when not at war = 当不处于战争时
while the empire is happy = 当帝国处于快乐时
during a Golden Age = 在黄金时代期间
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = 若此城市有至少[amount]专家
for [mapUnitFilter] units = 对[mapUnitFilter]单位
vs cities = 对战城市
vs [mapUnitFilter] units = 对战[mapUnitFilter]单位
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = 当攻击时
when defending = 当防御时
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1413,33 +1413,6 @@ Never destroyed when the city is captured = Nunca destruido cuando una ciudad es
Invisible to others = Invisible para los demás
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = si no está en guerra
when at war = si está en guerra
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
if this city has at least [amount] specialists = si esta ciudad tiene por lo menos [amount] especialistas
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5629,3 +5602,127 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = si está en guerra
when not at war = si no está en guerra
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = si esta ciudad tiene por lo menos [amount] especialistas
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1350,25 +1350,6 @@ Never destroyed when the city is captured = Förstörs aldrig när staden blir e
Invisible to others = Osynlig för andra
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = medan ej i krig
when at war = medan i krig
while the empire is happy = medan riket är lyckligt
during a Golden Age = under en Guldålder
if this city has at least [amount] specialists = om denna stad har minst [amount] specialister
for [mapUnitFilter] units = för [mapUnitFilter]-enheter
vs cities = mot städer
vs [mapUnitFilter] units = mot [mapUnitFilter]-enheter
for combat in [tileFilter] tiles = för strid i [tileFilter]-rutor
when attacking = vid anfall
when defending = vid försvar
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5322,3 +5303,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = Under Vi Älskar Kungen-Dagen kommer staden växa 25% snabbare.
This means exploration and trade is important to grow your cities! = Det betyder att utforskning och handel är viktigt för att få dina städer att växa!
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = medan i krig
when not at war = medan ej i krig
while the empire is happy = medan riket är lyckligt
during a Golden Age = under en Guldålder
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = om denna stad har minst [amount] specialister
for [mapUnitFilter] units = för [mapUnitFilter]-enheter
vs cities = mot städer
vs [mapUnitFilter] units = mot [mapUnitFilter]-enheter
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = vid anfall
when defending = vid försvar
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1719,36 +1719,6 @@ Never destroyed when the city is captured =
Invisible to others = 對其他單位隱形
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
# Requires translation!
when not at war =
# Requires translation!
when at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -6689,3 +6659,130 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
# Requires translation!
when at war =
# Requires translation!
when not at war =
# Requires translation!
while the empire is happy =
# Requires translation!
during a Golden Age =
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
# Requires translation!
when attacking =
# Requires translation!
when defending =
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1481,30 +1481,6 @@ Never destroyed when the city is captured =
Invisible to others = Başkalarına görünmez
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = savaşta değilken
when at war = savaştayken
while the empire is happy = imparatorluk mutluyken
during a Golden Age = Altın Çağdayken
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
for combat in [tileFilter] tiles =
when attacking = saldırırken
when defending = savunurken
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -6113,3 +6089,124 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = savaştayken
when not at war = savaşta değilken
while the empire is happy = imparatorluk mutluyken
during a Golden Age = Altın Çağdayken
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
# Requires translation!
if this city has at least [amount] specialists =
# Requires translation!
for [mapUnitFilter] units =
# Requires translation!
vs cities =
# Requires translation!
vs [mapUnitFilter] units =
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = saldırırken
when defending = savunurken
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1408,26 +1408,6 @@ Never destroyed when the city is captured = Ніколи не знищуєтьс
Invisible to others = Інші не бачать
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war = у мирний час
when at war = коли воює
while the empire is happy = поки імперія щаслива
during a Golden Age = під час Золотої Доби
if this city has at least [amount] specialists = якщо це місто має хоча б [amount] спеціалістів
# Requires translation!
for [mapUnitFilter] units =
vs cities = у битвах з містом
vs [mapUnitFilter] units = у битвах з [mapUnitFilter] підрозділами
for combat in [tileFilter] tiles = у битві на клітинках типу [tileFilter]
when attacking = коли у нападі
when defending = коли у захисті
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.
@ -5721,3 +5701,121 @@ During the We Love The King Day, the city will grow 25% faster. =
# Requires translation!
This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn =
# Requires translation!
Provides [stats] [cityFilter] per turn =
# Requires translation!
Provides [amount] Happiness =
# Requires translation!
Provides military units every ≈[amount] turns =
# Requires translation!
Provides a unique luxury =
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) =
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] =
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
# Requires translation!
Triggers victory =
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] =
# Requires translation!
Must not be next to [terrainFilter] =
# Requires translation!
Deal [amount] damage to adjacent enemy units =
when at war = коли воює
when not at war = у мирний час
while the empire is happy = поки імперія щаслива
during a Golden Age = під час Золотої Доби
# Requires translation!
during the [era] =
# Requires translation!
before the [era] =
# Requires translation!
starting from the [era] =
# Requires translation!
after discovering [tech] =
# Requires translation!
before discovering [tech] =
# Requires translation!
after adopting [policy] =
# Requires translation!
before adopting [policy] =
if this city has at least [amount] specialists = якщо це місто має хоча б [amount] спеціалістів
# Requires translation!
for [mapUnitFilter] units =
vs cities = у битвах з містом
vs [mapUnitFilter] units = у битвах з [mapUnitFilter] підрозділами
# Requires translation!
when fighting units from a Civilization with more Cities than you =
when attacking = коли у нападі
when defending = коли у захисті
# Requires translation!
when fighting in [tileFilter] tiles =
# Requires translation!
on foreign continents =
# Requires translation!
when above [amount] HP =
# Requires translation!
when below [amount] HP =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] tiles =
# Requires translation!
with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles =
# Requires translation!
in [tileFilter] tiles =
# Requires translation!
in [tileFilter] [tileFilter] tiles =
# Requires translation!
in tiles without [tileFilter] =
# Requires translation!
on water maps =
# Requires translation!
in [regionType] Regions =
# Requires translation!
in all except [regionType] Regions =
# Requires translation!
Free [baseUnitFilter] found in the ruins =
# Requires translation!
[amount] Free Social Policies =
# Requires translation!
[amount] population in a random city =
# Requires translation!
[amount] free random researchable Tech(s) from the [era] =
# Requires translation!
Gain [amount] [stat] =
# Requires translation!
Gain [amount]-[amount] [stat] =
# Requires translation!
Gain enough Faith for a Pantheon =
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet =
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius =
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance =
# Requires translation!
This Unit gains [amount] XP =
# Requires translation!
This Unit upgrades for free including special upgrades =
# Requires translation!
This Unit gains the [promotion] promotion =
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns =
# Requires translation!
Hidden before founding a Pantheon =
# Requires translation!
Hidden after founding a Pantheon =
# Requires translation!
Hidden after generating a Great Prophet =

View File

@ -1,29 +1,29 @@
Persian_(Pinglish-UN) = 17
Italian = 99
Russian = 96
German = 99
Swedish = 99
Turkish = 81
Ukrainian = 90
Italian = 98
Russian = 95
German = 98
Swedish = 98
Turkish = 80
Ukrainian = 89
Filipino = 3
French = 72
Portuguese = 62
Indonesian = 99
French = 71
Portuguese = 61
Indonesian = 98
Finnish = 44
Spanish = 92
Spanish = 91
Malay = 28
Brazilian_Portuguese = 53
Traditional_Chinese = 67
Polish = 70
Lithuanian = 18
Brazilian_Portuguese = 52
Traditional_Chinese = 66
Polish = 69
Lithuanian = 17
Romanian = 27
Simplified_Chinese = 99
Simplified_Chinese = 98
Bulgarian = 18
Korean = 84
Korean = 83
Persian_(Pinglish-DIN) = 17
Japanese = 71
Japanese = 70
English = 1
Czech = 90
Czech = 89
Hungarian = 54
Dutch = 45
Greek = 14

View File

@ -1361,25 +1361,6 @@ Never destroyed when the city is captured =
Invisible to others =
# Conditionals
# These are optional parts that can be added to uniques to allow them only to function in some cases,
# denoted by placing them between <> brackets. An example would be: "[amount]% Strength <when at war>".
# In this case "<when at war>" is a conditional.
when not at war =
when at war =
while the empire is happy =
during a Golden Age =
if this city has at least [amount] specialists =
for [mapUnitFilter] units =
vs cities =
vs [mapUnitFilter] units =
for combat in [tileFilter] tiles =
when attacking =
when defending =
# In English we just paste all these conditionals at the end of each unique, but in your language that
# may not turn into valid sentences. Therefore we have the following two translations to determine
# where they should go.

View File

@ -1,13 +1,10 @@
package com.unciv.models.ruleset
import com.unciv.UncivGame
import com.unciv.models.ruleset.unique.Unique
import com.unciv.models.ruleset.unique.UniqueFlag
import com.unciv.models.ruleset.unique.UniqueTarget
import com.unciv.models.stats.INamed
import com.unciv.models.translations.tr
import com.unciv.ui.civilopedia.FormattedLine
import com.unciv.ui.civilopedia.ICivilopediaText
import kotlin.collections.ArrayList
class Belief : RulesetObject() {
@ -31,7 +28,7 @@ class Belief : RulesetObject() {
if (type != BeliefType.None)
textList += FormattedLine("{Type}: $type", color = type.color, centered = centerType)
uniqueObjects.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
textList += FormattedLine(it)
}
return textList

View File

@ -283,7 +283,7 @@ class Building : RulesetStatsObject(), INonPerpetualConstruction {
textList += FormattedLine(replacementTextForUniques)
else
uniqueObjects.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
textList += FormattedLine(it)
}
}

View File

@ -118,7 +118,7 @@ class Nation : RulesetObject() {
textList += FormattedLine(uniqueText, indent = 1)
} else {
uniqueObjects.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
textList += FormattedLine(it)
}
textList += FormattedLine()
@ -247,11 +247,11 @@ class Nation : RulesetObject() {
// This does not use the auto-linking FormattedLine(Unique) for two reasons:
// would look a little chaotic as unit uniques unlike most uniques are a HashSet and thus do not preserve order
// No .copy() factory on FormattedLine and no FormattedLine(Unique, all other val's) constructor either
for (unique in unit.uniqueObjects.filterNot { it.text in originalUnit.uniques || it.hasFlag(UniqueFlag.HideInCivilopedia) }) {
for (unique in unit.uniqueObjects.filterNot { it.text in originalUnit.uniques || it.hasFlag(UniqueFlag.HiddenToUsers) }) {
textList += FormattedLine(unique.text.tr(), indent = 1)
}
for (unique in originalUnit.uniqueObjects.filterNot { it.text in unit.uniques || it.hasFlag(UniqueFlag.HideInCivilopedia) }) {
for (unique in originalUnit.uniqueObjects.filterNot { it.text in unit.uniques || it.hasFlag(UniqueFlag.HiddenToUsers) }) {
textList += FormattedLine("Lost ability".tr() + " (" + "vs [${originalUnit.name}]".tr() + "): " +
unique.text.tr(), indent = 1)
}

View File

@ -91,7 +91,7 @@ open class Policy : RulesetObject() {
if (uniques.isNotEmpty()) {
lineList += FormattedLine()
uniqueObjects.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
lineList += FormattedLine(it)
}
}

View File

@ -200,7 +200,7 @@ class Technology: RulesetObject() {
if (uniques.isNotEmpty()) {
lineList += FormattedLine()
uniqueObjects.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
lineList += FormattedLine(it)
}
}

View File

@ -116,7 +116,7 @@ class Terrain : RulesetStatsObject() {
if (turnsInto == null && displayAs(TerrainType.Land, ruleset) && !isRough())
textList += FormattedLine("Open terrain") // Rough is in uniques
uniqueObjects.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
textList += FormattedLine(it)
}

View File

@ -56,7 +56,7 @@ enum class UniqueTarget(val inheritsFrom:UniqueTarget?=null) {
}
enum class UniqueFlag {
HideInCivilopedia,
HiddenToUsers,
}
enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags: List<UniqueFlag> = emptyList()) {
@ -256,7 +256,7 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags:
CanEnterIceTiles("Can enter ice tiles", UniqueTarget.Unit),
CannotEnterOcean("Cannot enter ocean tiles", UniqueTarget.Unit),
CannotEnterOceanUntilAstronomy("Cannot enter ocean tiles until Astronomy", UniqueTarget.Unit),
CannotBeBarbarian("Never appears as a Barbarian unit", UniqueTarget.Unit, flags = listOf(UniqueFlag.HideInCivilopedia)),
CannotBeBarbarian("Never appears as a Barbarian unit", UniqueTarget.Unit, flags = listOf(UniqueFlag.HiddenToUsers)),
CanEnterForeignTiles("May enter foreign tiles without open borders", UniqueTarget.Unit),
CanEnterForeignTilesButLosesReligiousStrength("May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there", UniqueTarget.Unit),
@ -267,15 +267,15 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags:
///////////////////////////////////////// region TILE UNIQUES /////////////////////////////////////////
// region natural wonders
NaturalWonderNeighborCount("Must be adjacent to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderNeighborsRange("Must be adjacent to [amount] to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderSmallerLandmass("Must not be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderLargerLandmass("Must be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderLatitude("Occurs on latitudes from [amount] to [amount] percent of distance equator to pole", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderGroups("Occurs in groups of [amount] to [amount] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderConvertNeighbors("Neighboring tiles will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderNeighborCount("Must be adjacent to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
NaturalWonderNeighborsRange("Must be adjacent to [amount] to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
NaturalWonderSmallerLandmass("Must not be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
NaturalWonderLargerLandmass("Must be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
NaturalWonderLatitude("Occurs on latitudes from [amount] to [amount] percent of distance equator to pole", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
NaturalWonderGroups("Occurs in groups of [amount] to [amount] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
NaturalWonderConvertNeighbors("Neighboring tiles will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
// The "Except [terrainFilter]" could theoretically be implemented with a conditional
NaturalWonderConvertNeighborsExcept("Neighboring tiles except [baseTerrain] will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NaturalWonderConvertNeighborsExcept("Neighboring tiles except [baseTerrain] will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
GrantsGoldToFirstToDiscover("Grants 500 Gold to the first civilization to discover it", UniqueTarget.Terrain),
// endregion
@ -291,32 +291,32 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags:
BlocksLineOfSightAtSameElevation("Blocks line-of-sight from tiles at same elevation", UniqueTarget.Terrain),
VisibilityElevation("Has an elevation of [amount] for visibility calculations", UniqueTarget.Terrain),
OverrideFertility("Always Fertility [amount] for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
AddFertility("[amount] to Fertility for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
OverrideFertility("Always Fertility [amount] for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
AddFertility("[amount] to Fertility for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
RegionRequirePercentSingleType("A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
RegionRequirePercentSingleType("A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
RegionRequirePercentTwoTypes("A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]",
UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
RegionRequireFirstLessThanSecond("A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
IgnoreBaseTerrainForRegion("Base Terrain on this tile is not counted for Region determination", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
RegionExtraResource("Starts in regions of this type receive an extra [resource]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
BlocksResources("Never receives any resources", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
RegionRequireFirstLessThanSecond("A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
IgnoreBaseTerrainForRegion("Base Terrain on this tile is not counted for Region determination", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
RegionExtraResource("Starts in regions of this type receive an extra [resource]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
BlocksResources("Never receives any resources", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
HasQuality("Considered [terrainQuality] when determining start locations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
HasQuality("Considered [terrainQuality] when determining start locations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
ResourceWeighting("Generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)),
MinorDepositWeighting("Minor deposits generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)),
LuxuryWeightingForCityStates("Generated near City States with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)),
LuxurySpecialPlacement("Special placement during map generation", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)),
ResourceFrequency("Generated on every [amount] tiles", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)),
ResourceWeighting("Generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)),
MinorDepositWeighting("Minor deposits generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)),
LuxuryWeightingForCityStates("Generated near City States with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)),
LuxurySpecialPlacement("Special placement during map generation", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)),
ResourceFrequency("Generated on every [amount] tiles", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)),
StrategicBalanceResource("Guaranteed with Strategic Balance resource option", UniqueTarget.Resource),
NoNaturalGeneration("Doesn't generate naturally", UniqueTarget.Terrain, UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)),
TileGenerationConditions("Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
OccursInChains("Occurs in chains at high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
OccursInGroups("Occurs in groups around high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
MajorStrategicFrequency("Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)),
NoNaturalGeneration("Doesn't generate naturally", UniqueTarget.Terrain, UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)),
TileGenerationConditions("Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
OccursInChains("Occurs in chains at high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
OccursInGroups("Occurs in groups around high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
MajorStrategicFrequency("Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)),
RareFeature("Rare feature", UniqueTarget.Terrain),

View File

@ -1,6 +1,5 @@
package com.unciv.models.ruleset.unit
import com.unciv.Constants
import com.unciv.logic.city.*
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.MapUnit
@ -135,7 +134,7 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction {
} else if (uniques.isNotEmpty()) {
textList += FormattedLine()
uniqueObjects.sortedBy { it.text }.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
textList += FormattedLine(it)
}
}

View File

@ -41,7 +41,7 @@ class Promotion : RulesetObject() {
val textList = ArrayList<FormattedLine>()
uniqueObjects.forEach {
if (!it.hasFlag(UniqueFlag.HideInCivilopedia))
if (!it.hasFlag(UniqueFlag.HiddenToUsers))
textList += FormattedLine(it)
}

View File

@ -13,6 +13,7 @@ import com.unciv.models.ruleset.tile.TileResource
import com.unciv.models.ruleset.unique.Unique
import com.unciv.models.ruleset.unique.UniqueFlag
import com.unciv.models.ruleset.unique.UniqueParameterType
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.ruleset.unit.BaseUnit
import com.unciv.models.ruleset.unit.Promotion
import com.unciv.models.ruleset.unit.UnitType
@ -91,6 +92,16 @@ object TranslationFileWriter {
linesToTranslate.addAll(fileNameToGeneratedStrings.getValue(key))
}
linesToTranslate.add("\n\n#################### Lines from Unique Types #######################\n")
for (unique in UniqueType.values()) {
val deprecationAnnotation = unique.declaringClass.getField(unique.name)
.getAnnotation(Deprecated::class.java)
if (deprecationAnnotation != null) continue
if (unique.flags.contains(UniqueFlag.HiddenToUsers)) continue
linesToTranslate.add(unique.text + " = ")
}
var countOfTranslatableLines = 0
val countOfTranslatedLines = HashMap<String, Int>()
@ -258,7 +269,7 @@ object TranslationFileWriter {
fun submitString(string: String) {
val unique = Unique(string)
if(unique.type?.flags?.contains(UniqueFlag.HideInCivilopedia)==true)
if(unique.type?.flags?.contains(UniqueFlag.HiddenToUsers)==true)
return // We don't need to translate this at all, not user-visible
var stringToTranslate = string.removeConditionals()

View File

@ -3,12 +3,12 @@
- [Improvement uniques](#improvement-uniques)
- [Global uniques](#global-uniques)
- [FollowerBelief uniques](#followerbelief-uniques)
- [Resource uniques](#resource-uniques)
- [Building uniques](#building-uniques)
- [CityState uniques](#citystate-uniques)
- [Nation uniques](#nation-uniques)
- [Unit uniques](#unit-uniques)
- [Terrain uniques](#terrain-uniques)
- [Resource uniques](#resource-uniques)
- [Conditional uniques](#conditional-uniques)
- [Ruins uniques](#ruins-uniques)
- [Promotion uniques](#promotion-uniques)
@ -18,7 +18,15 @@
#### [stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Improvement, FollowerBelief, Global
Applicable to: Improvement, Global, FollowerBelief
#### Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Improvement, Building
#### Tile provides yield without assigned population
Applicable to: Improvement, Terrain
#### Can also be built on tiles adjacent to fresh water
Applicable to: Improvement
@ -97,6 +105,16 @@ Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"
Applicable to: Global
#### [stats] in cities with [amount] or more population
Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
Applicable to: Global, FollowerBelief
#### [stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles"
Applicable to: Global, FollowerBelief
#### [stats] per turn from cities before [tech/policy]
Example: "[+1 Gold, +2 Production] per turn from cities before [tech/policy]"
@ -112,6 +130,16 @@ Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
Applicable to: Global
#### [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/buildingName]
Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]"
Applicable to: Global, FollowerBelief
#### [amount]% [stat]
Example: "[20]% [Culture]"
@ -173,6 +201,11 @@ Example: "[20]% maintenance costs for [Wounded] units"
Applicable to: Global
#### [amount]% growth [cityFilter]
Example: "[20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
#### Gain a free [buildingName] [cityFilter]
Example: "Gain a free [Library] [in all cities]"
@ -208,6 +241,36 @@ Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]
Applicable to: Global
#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
Example: "May buy [Melee] units for [20] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
Example: "May buy [buildingFilter] buildings for [20] [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 [buildingFilter] 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 [20] 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 [buildingFilter] buildings with [Culture] for [20] times their normal Production cost"
Applicable to: Global, FollowerBelief
#### Enables Research agreements
Applicable to: Global
@ -294,111 +357,58 @@ Example: "Provides a [Library] in your first [20] cities for free"
Applicable to: Global
## FollowerBelief uniques
#### [stats] in cities with [amount] or more population
Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
Applicable to: FollowerBelief, Global
#### [stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles"
Applicable to: FollowerBelief, Global
#### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
Applicable to: FollowerBelief, Global
#### [stats] from every [tileFilter/specialist/buildingName]
Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]"
Applicable to: FollowerBelief, Global
#### [amount]% [stat] from every follower, up to [amount]%
Example: "[20]% [Culture] from every follower, up to [20]%"
Applicable to: FollowerBelief
## Resource uniques
#### [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]"
Applicable to: FollowerBelief, Resource, Global
Applicable to: Resource, Global, FollowerBelief
#### [amount]% growth [cityFilter]
Example: "[20]% growth [in all cities]"
#### Generated with weight [amount]
Example: "Generated with weight [20]"
Applicable to: FollowerBelief, Global
Applicable to: Resource
#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
Example: "May buy [Melee] units for [20] [Culture] [in all cities]"
#### Minor deposits generated with weight [amount]
Example: "Minor deposits generated with weight [20]"
Applicable to: FollowerBelief, Global
Applicable to: Resource
#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]"
#### Generated near City States with weight [amount]
Example: "Generated near City States with weight [20]"
Applicable to: FollowerBelief, Global
Applicable to: Resource
#### May buy [baseUnitFilter] units with [stat] [cityFilter]
Example: "May buy [Melee] units with [Culture] [in all cities]"
#### Special placement during map generation
Applicable to: Resource
Applicable to: FollowerBelief, Global
#### Generated on every [amount] tiles
Example: "Generated on every [20] tiles"
#### May buy [buildingFilter] buildings with [stat] [cityFilter]
Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]"
Applicable to: Resource
Applicable to: FollowerBelief, Global
#### Guaranteed with Strategic Balance resource option
Applicable to: Resource
#### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"
#### Doesn't generate naturally
Applicable to: Resource, Terrain
Applicable to: FollowerBelief, Global
#### Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [20] resources"
#### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost"
Applicable to: Resource
Applicable to: FollowerBelief, Global
#### Can only be created by Mercantile City-States
Applicable to: Resource
## Building uniques
#### Remove extra unhappiness from annexed cities
Applicable to: Building
#### Consumes [amount] [resource]
Example: "Consumes [20] [Iron]"
Applicable to: Building, Improvement, Unit
#### Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Building, Improvement
#### Unbuildable
Applicable to: Building, Unit
#### 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 [20] [Culture] [in all cities]"
Applicable to: Building, Unit
#### Limited to [amount] per Civilization
Example: "Limited to [20] per Civilization"
Applicable to: Building, Unit
#### Hidden until [amount] social policy branches have been completed
Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Building, Unit
#### Cost increases by [amount] per owned city
Example: "Cost increases by [20] per owned city"
@ -419,11 +429,6 @@ Example: "Requires a [Library] in all cities"
Applicable to: Building
#### Not displayed as an available construction without [buildingName/tech/resource/policy]
Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
Applicable to: Building, Unit
#### Must be on [terrainFilter]
Example: "Must be on [Grassland]"
@ -447,14 +452,6 @@ Applicable to: Building
#### Unsellable
Applicable to: Building
#### Hidden when religion is disabled
Applicable to: Building, Ruins, Unit
#### Hidden when [victoryType] Victory is disabled
Example: "Hidden when [victoryType] Victory is disabled"
Applicable to: Building, Unit
## CityState uniques
#### Provides [stats] per turn
Example: "Provides [+1 Gold, +2 Production] per turn"
@ -497,6 +494,42 @@ Example: "Retain [20]% of the happiness from a luxury after the last copy has be
Applicable to: Nation
## Unit uniques
#### Consumes [amount] [resource]
Example: "Consumes [20] [Iron]"
Applicable to: Unit, Improvement, Building
#### Unbuildable
Applicable to: Unit, Building
#### Cannot be purchased
Applicable to: Unit, Building
#### Can be purchased with [stat] [cityFilter]
Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Unit, Building
#### Can be purchased for [amount] [stat] [cityFilter]
Example: "Can be purchased for [20] [Culture] [in all cities]"
Applicable to: Unit, Building
#### Limited to [amount] per Civilization
Example: "Limited to [20] per Civilization"
Applicable to: Unit, Building
#### Hidden until [amount] social policy branches have been completed
Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Unit, Building
#### Not displayed as an available construction without [buildingName/tech/resource/policy]
Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
Applicable to: Unit, Building
#### Founds a new city
Applicable to: Unit
@ -528,6 +561,11 @@ Example: "[20] Movement"
Applicable to: Unit, Global
#### [amount] Sight
Example: "[20] Sight"
Applicable to: Unit, Global, Terrain
#### [amount]% Spread Religion Strength
Example: "[20]% Spread Religion Strength"
@ -619,12 +657,15 @@ Applicable to: Unit
#### Religious Unit
Applicable to: Unit
#### Hidden when religion is disabled
Applicable to: Unit, Ruins, Building
#### Hidden when [victoryType] Victory is disabled
Example: "Hidden when [victoryType] Victory is disabled"
Applicable to: Unit, Building
## Terrain uniques
#### [amount] Sight
Example: "[20] Sight"
Applicable to: Terrain, Unit, Global
#### Must be adjacent to [amount] [simpleTerrain] tiles
Example: "Must be adjacent to [20] [simpleTerrain] tiles"
@ -686,9 +727,6 @@ Applicable to: Terrain
#### Provides a one-time Production bonus to the closest city when cut down
Applicable to: Terrain
#### Tile provides yield without assigned population
Applicable to: Terrain, Improvement
#### Nullifies all other stats this tile provides
Applicable to: Terrain
@ -746,9 +784,6 @@ Example: "Considered [terrainQuality] 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 [20] and [20] and humidity between [20] and [20]"
@ -780,41 +815,6 @@ Applicable to: Terrain
#### Rough terrain
Applicable to: Terrain
## Resource uniques
#### Generated with weight [amount]
Example: "Generated with weight [20]"
Applicable to: Resource
#### Minor deposits generated with weight [amount]
Example: "Minor deposits generated with weight [20]"
Applicable to: Resource
#### Generated near City States with weight [amount]
Example: "Generated near City States with weight [20]"
Applicable to: Resource
#### Special placement during map generation
Applicable to: Resource
#### Generated on every [amount] tiles
Example: "Generated on every [20] tiles"
Applicable to: Resource
#### Guaranteed with Strategic Balance resource option
Applicable to: Resource
#### Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [20] resources"
Applicable to: Resource
#### Can only be created by Mercantile City-States
Applicable to: Resource
## Conditional uniques
#### <when at war>
Applicable to: Conditional
@ -1020,6 +1020,7 @@ Applicable to: Promotion
## Deprecated uniques
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
- "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] <after discovering [tech]>"
- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage"
- "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]"
- "+[amount]% [stat] in all cities" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [in all cities]"
@ -1054,7 +1055,6 @@ Applicable to: Promotion
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
- "Not displayed as an available construction unless [buildingName] is built" - Deprecated As of 3.16.11, replace with "Not displayed as an available construction without [buildingName]"
- "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] <after discovering [tech]>"
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"