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Unique 能力列表

本列表由游戏代码自动生成,随版本保持最新。 Uniques 概述可以在这里找到。 简单的 Unique 参数见文末参数表,复杂的参数在 Unique 参数类型 中说明。

Triggerable uniques(触发型词条)

具有即时、一次性效果的词条。可添加到科技(研究时触发)、政策(采用时触发)、时代(到达时触发)、建筑(建造时触发);或为其添加触发条件(TriggerCondition),使其成为在特定事件时激活的全局词条。也可添加到单位,赋予其将效果作为行动触发的能力(可用 UnitActionModifier / UnitTriggerCondition 条件修饰)。

Gain a free [buildingName] [cityFilter]

免费建筑不能自我移除——这会导致尝试添加建筑的无限循环

示例:"Gain a free [Library] [in all cities]"

适用范围:Triggerable,Global

Remove [buildingFilter] [cityFilter]

示例:"Remove [Culture] [in all cities]"

适用范围:Triggerable,Global

Sell [buildingFilter] buildings [cityFilter]

示例:"Sell [Culture] buildings [in all cities]"

适用范围:Triggerable,Global

Free [unit] appears

示例:"Free [Musketman] appears"

适用范围:Triggerable

[positiveAmount] free [unit] units appear

示例:"[3] free [Musketman] units appear"

适用范围:Triggerable

A [unit] rebels

示例:"A [Musketman] rebels"

适用范围:Triggerable

[positiveAmount] [unit]s rebel

示例:"[3] [Musketman]s rebel"

适用范围:Triggerable

Free Social Policy

适用范围:Triggerable

[positiveAmount] Free Social Policies

示例:"[3] Free Social Policies"

适用范围:Triggerable

Empire enters golden age

适用范围:Triggerable

Empire enters a [positiveAmount]-turn Golden Age

示例:"Empire enters a [3]-turn Golden Age"

适用范围:Triggerable

End a golden age

适用范围:Triggerable

Free Great Person

适用范围:Triggerable

[amount] population [cityFilter]

示例:"[3] population [in all cities]"

适用范围:Triggerable

[amount] population in a random city

示例:"[3] population in a random city"

适用范围:Triggerable

Discover [tech]

示例:"Discover [Agriculture]"

适用范围:Triggerable

Adopt [policy/belief]

示例:"Adopt [Oligarchy]"

适用范围:Triggerable

Remove [policyFilter]

示例:"Remove [Oligarchy]"

适用范围:Triggerable

Remove [policyFilter] and refund [amount]% of its cost

示例:"Remove [Oligarchy] and refund [3]% of its cost"

适用范围:Triggerable

Free Technology

适用范围:Triggerable

[positiveAmount] Free Technologies

示例:"[3] Free Technologies"

适用范围:Triggerable

[positiveAmount] free random researchable Tech(s) from the [eraFilter]

示例:"[3] free random researchable Tech(s) from the [Ancient era]"

适用范围:Triggerable

Reveals the entire map

适用范围:Triggerable

Gain a free [beliefType] belief

示例:"Gain a free [Follower] belief"

适用范围:Triggerable

Triggers voting for the Diplomatic Victory

适用范围:Triggerable

Instantly consumes [positiveAmount] [stockpiledResource]

示例:"Instantly consumes [3] [Mana]"

适用范围:Triggerable

Instantly provides [positiveAmount] [stockpiledResource]

示例:"Instantly provides [3] [Mana]"

适用范围:Triggerable

Set [stockpile] to [countable]

示例:"Set [Mana] to [1000]"

此词条的效果可被 <(modified by game speed)>

适用范围:Triggerable

Instantly gain [amount] [stockpile]

示例:"Instantly gain [3] [Mana]"

此词条的效果可被 <(modified by game speed)>

适用范围:Triggerable

Gain [amount] [civWideStat]

示例:"Gain [3] [Gold]"

此词条的效果可被 <(modified by game speed)>

适用范围:Triggerable

Gain [amount]-[amount2] [civWideStat]

示例:"Gain [3]-[3] [Gold]"

此词条的效果可被 <(modified by game speed)>

适用范围:Triggerable

Gain enough Faith for a Pantheon

适用范围:Triggerable

Gain enough Faith for [positiveAmount]% of a Great Prophet

示例:"Gain enough Faith for [3]% of a Great Prophet"

适用范围:Triggerable

Research [relativeAmount]% of [tech]

示例:"Research [+20]% of [Agriculture]"

适用范围:Triggerable

Gain control over [tileFilter] tiles in a [nonNegativeAmount]-tile radius

示例:"Gain control over [Farm] tiles in a [3]-tile radius"

适用范围:Triggerable

Lose control over [tileFilter] tiles in a [nonNegativeAmount]-tile radius

受影响的地块必须属于触发文明;城市中心永远不会受影响

示例:"Lose control over [Farm] tiles in a [3]-tile radius"

适用范围:Triggerable

Gain control over [positiveAmount] tiles [cityFilter]

示例:"Gain control over [3] tiles [in all cities]"

适用范围:Triggerable

Lose control over [positiveAmount] tiles [cityFilter]

受影响的地块必须属于触发文明;城市中心永远不会丢失。按获得顺序的倒序失去地块——最近获得的最先失去

示例:"Lose control over [3] tiles [in all cities]"

适用范围:Triggerable

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

示例:"Reveal up to [3] [Farm] within a [3] tile radius"

适用范围:Triggerable

Hide up to [positiveAmount/'all'] [tileFilter] within a [positiveAmount] tile radius

取消受影响地块的已探索状态。当前处于触发文明视野内的地块(如单位/城市视野范围)会在下次更新时重新可见,因此隐藏只对视野之外的地块持续生效

示例:"Hide up to [3] [Farm] within a [3] tile radius"

适用范围:Triggerable

Triggers the following global alert: [comment]

支持用于政策和科技。

对其他目标,生成的通知可能读起来不顺畅,且很可能不支持翻译。原因:你的 [comment] 会得到自动生成的引言,其他触发器通常通知_你_,而非_他人_,这一差异目前通过文本映射处理。

条件在拥有该 unique 的文明上下文中求值,而非通知接收者。

示例:"Triggers the following global alert: [comment]"

适用范围:Triggerable

Promotes all spies [positiveAmount] time(s)

示例:"Promotes all spies [3] time(s)"

适用范围:Triggerable

Gain an extra spy

适用范围:Triggerable

Lose a spy

移除一名间谍,优先移除当前未执行任务的间谍

适用范围:Triggerable

Turn this tile into a [terrainName] tile

示例:"Turn this tile into a [Forest] tile"

适用范围:Triggerable

Add [resource] to this tile

示例:"Add [Iron] to this tile"

适用范围:Triggerable

Remove [resourceFilter] resources from this tile

示例:"Remove [Strategic] resources from this tile"

适用范围:Triggerable

Remove [improvementFilter] improvements from this tile

示例:"Remove [All Road] improvements from this tile"

适用范围:Triggerable

[mapUnitFilter] units gain the [promotion] promotion

仅适用于对该单位类型有效的晋升——或未指定单位类型的晋升。

示例:"[Wounded] units gain the [Shock I] promotion"

适用范围:Triggerable

Provides the cheapest [stat] building in your first [positiveAmount] cities for free

示例:"Provides the cheapest [Culture] building in your first [3] cities for free"

适用范围:Triggerable

Provides a [buildingName] in your first [positiveAmount] cities for free

示例:"Provides a [Library] in your first [3] cities for free"

适用范围:Triggerable

Triggers a [event] event

示例:"Triggers a [Inspiration] event"

适用范围:Triggerable

Trigger the function [luaFunction] with [comment]

示例:"Trigger the function [myMod:myFunction] with [comment]"

适用范围:Triggerable

Mark tutorial [comment] complete

示例:"Mark tutorial [comment] complete"

此词条不支持条件。

此词条自动对用户隐藏。

适用范围:Triggerable

Play [comment] sound

可用声音列表见 图像和音频

示例:"Play [comment] sound"

此词条自动对用户隐藏。

适用范围:Triggerable

Get the leader title of [leaderTitle]

示例:"Get the leader title of [Sovereign [leaderName] the Great]"

此词条自动对用户隐藏。

适用范围:Triggerable

Choose a music track for [param], [param2], [param3]

参数不校验,不匹配现有曲目或标志的字符串会被忽略。

参见情境音乐

第一个参数是曲目名前缀,例如文明名或 "this civ"。

第二个参数是零个或多个后缀的逗号分隔列表,用于指定 "mood"(氛围),如 Peace、War、Ambient 等。第一个匹配的曲目胜出。

第三个参数是零个或多个标志的列表:PrefixMustMatch, SuffixMustMatch, SlowFade, PlaySingle, PlayDefaultFile.

示例:"Choose a music track for [Unknown], [Unknown], [Unknown]"

此词条自动对用户隐藏。

适用范围:Triggerable

Suppress warning [validationWarning]

Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.

示例:"Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"

此词条不支持条件。

此词条自动对用户隐藏。

适用范围:Triggerable,Terrain,Speed,ModOptions,MetaModifier

UnitTriggerable uniques(单位触发型词条)

对单位产生即时、一次性效果的词条。可添加到单位(单位、单位类型或晋升),赋予其将效果作为行动触发的能力(可用 UnitActionModifier / UnitTriggerCondition 条件修饰)。

[unitTriggerTarget] heals [positiveAmount] HP

示例:"[This Unit] heals [3] HP"

适用范围:UnitTriggerable

[unitTriggerTarget] takes [positiveAmount] damage

示例:"[This Unit] takes [3] damage"

适用范围:UnitTriggerable

[unitTriggerTarget] gains [amount] XP

示例:"[This Unit] gains [3] XP"

适用范围:UnitTriggerable

[unitTriggerTarget] upgrades for free

示例:"[This Unit] upgrades for free"

适用范围:UnitTriggerable

[unitTriggerTarget] upgrades for free including special upgrades

示例:"[This Unit] upgrades for free including special upgrades"

适用范围:UnitTriggerable

[unitTriggerTarget] gains the [promotion] promotion

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

适用范围:UnitTriggerable

[unitTriggerTarget] loses the [promotion] promotion

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

适用范围:UnitTriggerable

[unitTriggerTarget] gains [positiveAmount] movement

示例:"[This Unit] gains [3] movement"

适用范围:UnitTriggerable

[unitTriggerTarget] loses [positiveAmount] movement

示例:"[This Unit] loses [3] movement"

适用范围:UnitTriggerable

[unitTriggerTarget] gains the [promotion] status for [positiveAmount] turn(s)

状态是临时晋升。它们不叠加,重新应用特定状态会取最大值——在 1 回合状态上重新应用 3 回合状态会变成 3,但反过来则无效。状态的剩余回合数在回合开始时减少,所以持续 1 回合的加成在其他文明的回合中仍然生效。

示例:"[This Unit] gains the [Shock I] status for [3] turn(s)"

适用范围:UnitTriggerable

[unitTriggerTarget] loses the [promotion] status

示例:"[This Unit] loses the [Shock I] status"

适用范围:UnitTriggerable

[unitTriggerTarget] is destroyed

示例:"[This Unit] is destroyed"

适用范围:UnitTriggerable

[unitTriggerTarget] gets a name from the [unitNameGroup] group

示例:"[This Unit] gets a name from the [Scientist] group"

适用范围:UnitTriggerable

Global uniques(全球词条)

全局生效的词条。文明从国家词条、已到达的时代、已研究的科技、已采用的政策、已建造的建筑、宗教「创始人」词条、拥有的资源以及规则集全局词条中获得这些能力。

[stats]

示例:"[+1 Gold, +2 Production]"

适用范围:Global,Terrain,Improvement

[stats] [cityFilter]

示例:"[+1 Gold, +2 Production] [in all cities]"

适用范围:Global,FollowerBelief

[stats] from every specialist [cityFilter]

示例:"[+1 Gold, +2 Production] from every specialist [in all cities]"

适用范围:Global,FollowerBelief

[stats] per [positiveAmount] population [cityFilter]

示例:"[+1 Gold, +2 Production] per [3] population [in all cities]"

适用范围:Global,FollowerBelief

[stats] per [positiveAmount] social policies adopted

仅对全文明范围的产出生效

示例:"[+1 Gold, +2 Production] per [3] social policies adopted"

适用范围:Global

[stats] per every [positiveAmount] [civWideStat]

示例:"[+1 Gold, +2 Production] per every [3] [Gold]"

适用范围:Global

[stats] in cities on [terrainFilter] tiles

示例:"[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"

适用范围:Global,FollowerBelief

[stats] from all [buildingFilter] buildings

示例:"[+1 Gold, +2 Production] from all [Culture] buildings"

适用范围:Global,FollowerBelief

[stats] from [tileFilter] tiles [cityFilter]

示例:"[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"

适用范围:Global,FollowerBelief

[stats] from [tileFilter] tiles without [tileFilter2] [cityFilter]

示例:"[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"

适用范围:Global,FollowerBelief

[stats] from every [tileFilter/specialist/buildingFilter]

示例:"[+1 Gold, +2 Production] from every [Farm]"

适用范围:Global,FollowerBelief

[stats] from each Trade Route

示例:"[+1 Gold, +2 Production] from each Trade Route"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% [Culture]"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat] [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% [Culture] [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat] from every [tileFilter/buildingFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% [Culture] from every [Farm]"

适用范围:Global,FollowerBelief

[relativeAmount]% Yield from every [tileFilter/buildingFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Yield from every [Farm]"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat] from City-States

示例:"[+20]% [Culture] from City-States"

适用范围:Global

[relativeAmount]% [stat] from Trade Routes

示例:"[+20]% [Culture] from Trade Routes"

适用范围:Global

Nullifies [stat] [cityFilter]

示例:"Nullifies [Culture] [in all cities]"

适用范围:Global

Nullifies Growth [cityFilter]

示例:"Nullifies Growth [in all cities]"

适用范围:Global

[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Production when constructing [Culture] buildings [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Production when constructing [Melee] units [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Production when constructing [Culture] wonders [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Production towards any buildings that already exist in the Capital

示例:"[+20]% Production towards any buildings that already exist in the Capital"

适用范围:Global,FollowerBelief

[relativeAmount]% Yield from pillaging tiles

示例:"[+20]% Yield from pillaging tiles"

适用范围:Global,Unit

[relativeAmount]% Health from pillaging tiles

示例:"[+20]% Health from pillaging tiles"

适用范围:Global,Unit

Military Units gifted from City-States start with [positiveAmount] XP

示例:"Military Units gifted from City-States start with [3] XP"

适用范围:Global

Militaristic City-States grant units [positiveAmount] times as fast when you are at war with a common nation

示例:"Militaristic City-States grant units [3] times as fast when you are at war with a common nation"

适用范围:Global

Gifts of Gold to City-States generate [relativeAmount]% more Influence

示例:"Gifts of Gold to City-States generate [+20]% more Influence"

适用范围:Global

Can spend Gold to annex or puppet a City-State that has been your Ally for [nonNegativeAmount] turns

示例:"Can spend Gold to annex or puppet a City-State that has been your Ally for [3] turns"

适用范围:Global

City-State territory always counts as friendly territory

适用范围:Global

Allied City-States will occasionally gift Great People

适用范围:Global

[relativeAmount]% City-State Influence degradation

示例:"[+20]% City-State Influence degradation"

适用范围:Global

Resting point for Influence with City-States is increased by [amount]

示例:"Resting point for Influence with City-States is increased by [3]"

适用范围:Global

Allied City-States provide [stat] equal to [relativeAmount]% of what they produce for themselves

示例:"Allied City-States provide [Culture] equal to [+20]% of what they produce for themselves"

适用范围:Global

[relativeAmount]% resources gifted by City-States

示例:"[+20]% resources gifted by City-States"

适用范围:Global

[relativeAmount]% Happiness from luxury resources gifted by City-States

示例:"[+20]% Happiness from luxury resources gifted by City-States"

适用范围:Global

City-State Influence recovers at twice the normal rate

适用范围:Global

[relativeAmount]% growth [cityFilter]

示例:"[+20]% growth [in all cities]"

适用范围:Global,FollowerBelief

[amount]% Food is carried over after population increases [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[3]% Food is carried over after population increases [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Food consumption by [populationFilter] [cityFilter]

示例:"[+20]% Food consumption by [Followers of this Religion] [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% unhappiness from the number of cities

示例:"[+20]% unhappiness from the number of cities"

适用范围:Global

[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]

示例:"[+20]% Unhappiness from [Followers of this Religion] [in all cities]"

适用范围:Global,FollowerBelief

[amount] Happiness from each type of luxury resource

示例:"[3] Happiness from each type of luxury resource"

适用范围:Global

Retain [relativeAmount]% of the happiness from a luxury after the last copy has been traded away

示例:"Retain [+20]% of the happiness from a luxury after the last copy has been traded away"

适用范围:Global

[relativeAmount]% of excess happiness converted to [stat]

示例:"[+20]% of excess happiness converted to [Culture]"

适用范围:Global

Cannot build [baseUnitFilter] units

示例:"Cannot build [Melee] units"

适用范围:Global

Enables construction of Spaceship parts

适用范围:Global

May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter] at an increasing price ([amount])

示例:"May buy [Melee] units for [3] [Culture] [in all cities] at an increasing price ([3])"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter] at an increasing price ([amount])

示例:"May buy [Culture] buildings for [3] [Culture] [in all cities] at an increasing price ([3])"

适用范围:Global,FollowerBelief

May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter]

示例:"May buy [Melee] units for [3] [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter]

示例:"May buy [Culture] buildings for [3] [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [baseUnitFilter] units with [stat] [cityFilter]

示例:"May buy [Melee] units with [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings with [stat] [cityFilter]

示例:"May buy [Culture] buildings with [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [baseUnitFilter] units with [stat] for [nonNegativeAmount] times their normal Production cost

示例:"May buy [Melee] units with [Culture] for [3] times their normal Production cost"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings with [stat] for [nonNegativeAmount] times their normal Production cost

示例:"May buy [Culture] buildings with [Culture] for [3] times their normal Production cost"

适用范围:Global,FollowerBelief

[stat] cost of purchasing items in cities [relativeAmount]%

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[Culture] cost of purchasing items in cities [+20]%"

适用范围:Global,FollowerBelief

[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[Culture] cost of purchasing [Culture] buildings [+20]%"

适用范围:Global,FollowerBelief

[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[Culture] cost of purchasing [Melee] units [+20]%"

适用范围:Global,FollowerBelief

Enables conversion of city production to [stat]

示例:"Enables conversion of city production to [Culture]"

适用范围:Global

Production to [stat] conversion in cities changed by [relativeAmount]%

示例:"Production to [Culture] conversion in cities changed by [+20]%"

适用范围:Global

Improves movement speed on roads

适用范围:Global

Roads connect tiles across rivers

适用范围:Global

[relativeAmount]% maintenance on road & railroads

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% maintenance on road & railroads"

适用范围:Global

No Maintenance costs for improvements in [tileFilter] tiles

示例:"No Maintenance costs for improvements in [Farm] tiles"

适用范围:Global

[relativeAmount]% construction time for [improvementFilter] improvements

示例:"[+20]% construction time for [All Road] improvements"

适用范围:Global,Unit

Can build [improvementFilter] improvements at a [relativeAmount]% rate

示例:"Can build [All Road] improvements at a [+20]% rate"

适用范围:Global,Unit

Gain a free [buildingName] [cityFilter]

免费建筑不能自我移除——这会导致尝试添加建筑的无限循环

示例:"Gain a free [Library] [in all cities]"

适用范围:Triggerable,Global

[relativeAmount]% maintenance cost for [buildingFilter] buildings [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% maintenance cost for [Culture] buildings [in all cities]"

适用范围:Global,FollowerBelief

Remove [buildingFilter] [cityFilter]

示例:"Remove [Culture] [in all cities]"

适用范围:Triggerable,Global

Sell [buildingFilter] buildings [cityFilter]

示例:"Sell [Culture] buildings [in all cities]"

适用范围:Triggerable,Global

[relativeAmount]% Culture cost of natural border growth [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Culture cost of natural border growth [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Gold cost of acquiring tiles [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Gold cost of acquiring tiles [in all cities]"

适用范围:Global,FollowerBelief

Each city founded increases culture cost of policies [relativeAmount]% less than normal

示例:"Each city founded increases culture cost of policies [+20]% less than normal"

适用范围:Global

[relativeAmount]% Culture cost of adopting new Policies

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Culture cost of adopting new Policies"

适用范围:Global

Each city founded increases Science cost of Technologies [relativeAmount]% less than normal

示例:"Each city founded increases Science cost of Technologies [+20]% less than normal"

适用范围:Global

[relativeAmount]% Science cost of researching new Technologies

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Science cost of researching new Technologies"

适用范围:Global

[stats] for every known Natural Wonder

示例:"[+1 Gold, +2 Production] for every known Natural Wonder"

适用范围:Global

[stats] for discovering a Natural Wonder (bonus enhanced to [stats2] if first to discover it)

示例:"[+1 Gold, +2 Production] for discovering a Natural Wonder (bonus enhanced to [+1 Gold, +2 Production] if first to discover it)"

适用范围:Global

[relativeAmount]% Great Person generation [cityFilter]

示例:"[+20]% Great Person generation [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Gold from Great Merchant trade missions

示例:"[+20]% Gold from Great Merchant trade missions"

适用范围:Global,Unit

Great General provides double combat bonus

适用范围:Global,Unit

Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once.

示例:"Receive a free Great Person at the end of every [comment] (every 394 years), after researching [Agriculture]. Each bonus person can only be chosen once."

适用范围:Global

Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.

适用范围:Global

[amount] Unit Supply

示例:"[3] Unit Supply"

适用范围:Global

[amount] Unit Supply per [positiveAmount] population [cityFilter]

示例:"[3] Unit Supply per [3] population [in all cities]"

适用范围:Global

[amount] Unit Supply per city

示例:"[3] Unit Supply per city"

适用范围:Global

[amount] units cost no maintenance

示例:"[3] units cost no maintenance"

适用范围:Global

Units in cities cost no Maintenance

适用范围:Global

Enables embarkation for land units

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Global

Enables [mapUnitFilter] units to enter ocean tiles

示例:"Enables [Wounded] units to enter ocean tiles"

适用范围:Global

Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned

示例:"Land units may cross [Forest] tiles after the first [Melee] is earned"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Global

Enemy [mapUnitFilter] units must spend [positiveAmount] extra movement points when inside your territory

示例:"Enemy [Wounded] units must spend [3] extra movement points when inside your territory"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Global

New [baseUnitFilter] units start with [amount] XP [cityFilter]

示例:"New [Melee] units start with [3] XP [in all cities]"

适用范围:Global,FollowerBelief

All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion

示例:"All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"

适用范围:Global,FollowerBelief

[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing

示例:"[Wounded] Units adjacent to this city heal [3] HP per turn when healing"

适用范围:Global,FollowerBelief

[relativeAmount]% XP required for promotions

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% XP required for promotions"

适用范围:Global

[relativeAmount]% City Strength from defensive buildings

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% City Strength from defensive buildings"

适用范围:Global

[relativeAmount]% Strength for cities

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Strength for cities"

适用范围:Global,FollowerBelief

Provides [amount] [resource]

示例:"Provides [3] [Iron]"

适用范围:Global,FollowerBelief,Improvement

[relativeAmount]% [resourceFilter] resource production

示例:"[+20]% [Strategic] resource production"

适用范围:Global

Enables establishment of embassies

适用范围:Global

Requires establishing embassies to conduct advanced diplomacy

适用范围:Global

Enables Open Borders agreements

适用范围:Global

Enables Research agreements

适用范围:Global

Science gained from research agreements [relativeAmount]%

示例:"Science gained from research agreements [+20]%"

适用范围:Global

Enables Defensive Pacts

适用范围:Global

When declaring friendship, both parties gain a [relativeAmount]% boost to great person generation

示例:"When declaring friendship, both parties gain a [+20]% boost to great person generation"

适用范围:Global

Influence of all other civilizations with all city-states degrades [relativeAmount]% faster

示例:"Influence of all other civilizations with all city-states degrades [+20]% faster"

适用范围:Global

Gain [amount] Influence with a [baseUnitFilter] gift to a City-State

示例:"Gain [3] Influence with a [Melee] gift to a City-State"

适用范围:Global

Resting point for Influence with City-States following this religion [amount]

示例:"Resting point for Influence with City-States following this religion [3]"

适用范围:Global

Notified of new Barbarian encampments

适用范围:Global

Receive [relativeAmount]% Gold from Barbarian encampments and pillaging Cities

示例:"Receive [+20]% Gold from Barbarian encampments and pillaging Cities"

适用范围:Global

When conquering an encampment, earn [amount] Gold and recruit a Barbarian unit

示例:"When conquering an encampment, earn [3] Gold and recruit a Barbarian unit"

适用范围:Global

When defeating a [mapUnitFilter] unit, earn [amount] Gold and recruit it

示例:"When defeating a [Wounded] unit, earn [3] Gold and recruit it"

适用范围:Global

May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion

示例:"May choose [3] additional [Follower] beliefs when [founding] a religion"

适用范围:Global

May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion

示例:"May choose [3] additional belief(s) of any type when [founding] a religion"

适用范围:Global

[stats] when a city adopts this religion for the first time

示例:"[+1 Gold, +2 Production] when a city adopts this religion for the first time"

此词条的效果可被 <(modified by game speed)>

适用范围:Global

[relativeAmount]% Natural religion spread [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Natural religion spread [in all cities]"

适用范围:Global,FollowerBelief

Religion naturally spreads to cities [amount] tiles away

示例:"Religion naturally spreads to cities [3] tiles away"

适用范围:Global,FollowerBelief

May not generate great prophet equivalents naturally

适用范围:Global

[relativeAmount]% Faith cost of generating Great Prophet equivalents

示例:"[+20]% Faith cost of generating Great Prophet equivalents"

适用范围:Global

[relativeAmount]% spy effectiveness [cityFilter]

示例:"[+20]% spy effectiveness [in all cities]"

适用范围:Global

[relativeAmount]% enemy spy effectiveness [cityFilter]

示例:"[+20]% enemy spy effectiveness [in all cities]"

适用范围:Global

New spies start with [amount] level(s)

示例:"New spies start with [3] level(s)"

适用范围:Global

Spies in [cityFilter] cities act as though they have [relativeAmount] levels for [spyAction]

间谍在匹配城市执行指定行动时的临时有效等级变化([relativeAmount] 加到等级上,如 +1)。不会永久提升间谍等级。按加法叠加,上限为 maxSpyRank。

示例:"Spies in [in all cities] cities act as though they have [+20] levels for [Counter-intelligence]"

适用范围:Global

Triggers victory

适用范围:Global

Triggers a Cultural Victory upon completion

适用范围:Global

May buy items in puppet cities

适用范围:Global

May not annex cities

适用范围:Global

"Borrows" city names from other civilizations in the game

适用范围:Global

Cities are razed [amount] times as fast

示例:"Cities are razed [3] times as fast"

适用范围:Global

Receive a tech boost when scientific buildings/wonders are built in capital

适用范围:Global

[relativeAmount]% Golden Age length

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Golden Age length"

适用范围:Global

Population loss from nuclear attacks [relativeAmount]% [cityFilter]

示例:"Population loss from nuclear attacks [+20]% [in all cities]"

适用范围:Global

Damage to garrison from nuclear attacks [relativeAmount]% [cityFilter]

示例:"Damage to garrison from nuclear attacks [+20]% [in all cities]"

适用范围:Global

Rebel units may spawn

适用范围:Global

Cannot build [buildingFilter] buildings

示例:"Cannot build [Culture] buildings"

适用范围:Global

[relativeAmount]% Strength

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Strength"

适用范围:Global,Unit

[relativeAmount] Strength

示例:"[+20] Strength"

适用范围:Global,Unit

[relativeAmount] Max HP

允许负值倒扣;结果不大于 0 时重置为 1。只有无条件或带「for [mapUnitFilter] units」修饰的 unique 才生效:其余条件会被忽略以保证最大生命恒定。

示例:"[+20] Max HP"

适用范围:Global,Unit

[relativeAmount]% Strength decreasing with distance from the capital

示例:"[+20]% Strength decreasing with distance from the capital"

适用范围:Global,Unit

[relativeAmount]% to Flank Attack bonuses

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% to Flank Attack bonuses"

适用范围:Global,Unit

Combat strength is modified by [luaFunction]

[luaFunction] 通过 ctx.value 接收当前战斗力并须返回新值(返回 nil 则保持不变)。作为战斗热路径上的纯查询运行——请保持轻量、无副作用。

示例:"Combat strength is modified by [myMod:myFunction]"

适用范围:Global,Unit

Combat damage dealt is modified by [luaFunction]

[luaFunction] 通过 ctx.value 接收当前伤害并须返回新值(返回 nil 则保持不变)。

示例:"Combat damage dealt is modified by [myMod:myFunction]"

适用范围:Global,Unit

Combat damage received is modified by [luaFunction]

[luaFunction] 通过 ctx.value 接收当前受到的伤害并须返回新值(返回 nil 则保持不变)。在攻击方伤害修正之后应用。

示例:"Combat damage received is modified by [myMod:myFunction]"

适用范围:Global,Unit

Tile yield is modified by [luaFunction]

[luaFunction] 通过 ctx.tileStats 接收引擎计算的地块产出(形如 {food=2, production=1, gold=1} 的表),可返回包含新产出的表——返回表中出现的属性覆盖引擎值,未出现的保持原值;返回 nil 则产出不变。每次计算地块产出时都会运行——请保持轻量、无副作用。

示例:"Tile yield is modified by [myMod:myFunction]"

适用范围:Global,Terrain

[amount] additional attacks per turn

示例:"[3] additional attacks per turn"

适用范围:Global,Unit

[amount] Movement

示例:"[3] Movement"

适用范围:Global,Unit

[amount] Sight

示例:"[3] Sight"

适用范围:Global,Unit,Terrain,Improvement

[amount] Range

示例:"[3] Range"

适用范围:Global,Unit

[relativeAmount] Air Interception Range

示例:"[+20] Air Interception Range"

适用范围:Global,Unit

[amount] HP when healing

示例:"[3] HP when healing"

适用范围:Global,Unit

[relativeAmount]% Spread Religion Strength

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Spread Religion Strength"

适用范围:Global,Unit

When spreading religion to a city, gain [amount] times the amount of followers of other religions as [stat]

示例:"When spreading religion to a city, gain [3] times the amount of followers of other religions as [Culture]"

适用范围:Global,Unit

Ranged attacks may be performed over obstacles

适用范围:Global,Unit

No defensive terrain bonus

适用范围:Global,Unit

No defensive terrain penalty

适用范围:Global,Unit

No damage penalty for wounded units

适用范围:Global,Unit

Unable to capture cities

适用范围:Global,Unit

Unable to pillage tiles

适用范围:Global,Unit

No movement cost to pillage

适用范围:Global,Unit

May heal outside of friendly territory

适用范围:Global,Unit

All healing effects doubled

适用范围:Global,Unit

Heals [amount] damage if it kills a unit

示例:"Heals [3] damage if it kills a unit"

适用范围:Global,Unit

Can only heal by pillaging

适用范围:Global,Unit

[relativeAmount]% maintenance costs

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% maintenance costs"

适用范围:Global,Unit

Reduces unit maintenance by [amount] Gold

每单位固定金币减免,在百分比折扣之后应用。仅在文明6式维护费体系(见「Uses the Civilization 6 style unit maintenance system」)中生效。可与 <for [Military] units> 等单位过滤器组合,只减免特定单位。

示例:"Reduces unit maintenance by [3] Gold"

适用范围:Global

[relativeAmount]% Gold cost of upgrading

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Gold cost of upgrading"

适用范围:Global,Unit

Earn [amount]% of the damage done to [combatantFilter] units as [stockpile]

示例:"Earn [3]% of the damage done to [City] units as [Mana]"

适用范围:Global,Unit

Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately

示例:"Upon capturing a city, receive [3] times its [Culture] production as [Mana] immediately"

适用范围:Global,Unit

Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile]

示例:"Earn [3]% of killed [Wounded] unit's [Cost] as [Mana]"

适用范围:Global,Unit

[amount] XP gained from combat

示例:"[3] XP gained from combat"

适用范围:Global,Unit

[relativeAmount]% XP gained from combat

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% XP gained from combat"

适用范围:Global,Unit

[greatPerson] is earned [relativeAmount]% faster

示例:"[Great General] is earned [+20]% faster"

适用范围:Global,Unit

[nonNegativeAmount] Movement point cost to disembark

示例:"[3] Movement point cost to disembark"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Global,Unit

[nonNegativeAmount] Movement point cost to embark

示例:"[3] Movement point cost to embark"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Global,Unit

Nation uniques(国家词条)

Starts with [tech]

示例:"Starts with [Agriculture]"

适用范围:Nation

Starts with [policy] adopted

示例:"Starts with [Oligarchy] adopted"

适用范围:Nation

Start bias [terrainFilter]

与 Nation 的 startBias 字段条目效果相同。与 startBias 字段合并;对城邦而言,还与其 CityStateType 上匹配的 unique 合并。条件仅在生成地图/放置起始位置时对 GameInfo 求值(没有 Civilization——它可能只被部分初始化)。不要使用需要地块、城市或单位的条件。

示例:"Start bias [Fresh Water]"

适用范围:Nation,CityState

All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel.

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Nation

Units ignore terrain costs when moving into any tile with Hills

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Nation

Excluded from map editor

此词条自动对用户隐藏。

适用范围:Nation,Terrain,Improvement,Resource

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Will not be chosen for new games

适用范围:Nation

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Personality uniques(个性词条)

Will not build [baseUnitFilter/buildingFilter]

示例:"Will not build [Melee]"

适用范围:Personality

[relativeAmount]% weight to [baseUnitFilter/buildingFilter] for AI decisions

示例:"[+20]% weight to [Melee] for AI decisions"

此词条自动对用户隐藏。

适用范围:Personality

Era uniques(时代词条)

Starting in this era disables religion

适用范围:Era

Every major Civilization gains a spy once a civilization enters this era

适用范围:Era

Tech uniques(科技词条)

Starting tech

适用范围:Tech

Can be continually researched

适用范围:Tech

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Cannot be hurried

适用范围:Tech,Building

[relativeAmount]% weight to this choice for AI decisions

示例:"[+20]% weight to this choice for AI decisions"

此词条自动对用户隐藏。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Promotion,EventChoice

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Policy uniques(政策词条)

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

[relativeAmount]% weight to this choice for AI decisions

示例:"[+20]% weight to this choice for AI decisions"

此词条自动对用户隐藏。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Promotion,EventChoice

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

FounderBelief uniques(创始人信仰词条)

创始人及增强类信条的词条,作用于该宗教的创始人

[stats] for each global city following this religion

示例:"[+1 Gold, +2 Production] for each global city following this religion"

适用范围:FounderBelief

[stats] from every [positiveAmount] global followers [cityFilter]

示例:"[+1 Gold, +2 Production] from every [3] global followers [in all cities]"

适用范围:FounderBelief

[relativeAmount]% [stat] from every follower, up to [relativeAmount2]%

示例:"[+20]% [Culture] from every follower, up to [+20]%"

适用范围:FounderBelief,FollowerBelief

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

[relativeAmount]% weight to this choice for AI decisions

示例:"[+20]% weight to this choice for AI decisions"

此词条自动对用户隐藏。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Promotion,EventChoice

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

FollowerBelief uniques(追随者信仰词条)

万神殿与追随者类信条的词条,作用于该宗教为主导宗教的每座城市

[stats] [cityFilter]

示例:"[+1 Gold, +2 Production] [in all cities]"

适用范围:Global,FollowerBelief

[stats] from every specialist [cityFilter]

示例:"[+1 Gold, +2 Production] from every specialist [in all cities]"

适用范围:Global,FollowerBelief

[stats] per [positiveAmount] population [cityFilter]

示例:"[+1 Gold, +2 Production] per [3] population [in all cities]"

适用范围:Global,FollowerBelief

[stats] in cities on [terrainFilter] tiles

示例:"[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"

适用范围:Global,FollowerBelief

[stats] from all [buildingFilter] buildings

示例:"[+1 Gold, +2 Production] from all [Culture] buildings"

适用范围:Global,FollowerBelief

[stats] from [tileFilter] tiles [cityFilter]

示例:"[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"

适用范围:Global,FollowerBelief

[stats] from [tileFilter] tiles without [tileFilter2] [cityFilter]

示例:"[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"

适用范围:Global,FollowerBelief

[stats] from every [tileFilter/specialist/buildingFilter]

示例:"[+1 Gold, +2 Production] from every [Farm]"

适用范围:Global,FollowerBelief

[stats] from each Trade Route

示例:"[+1 Gold, +2 Production] from each Trade Route"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% [Culture]"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat] [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% [Culture] [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat] from every [tileFilter/buildingFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% [Culture] from every [Farm]"

适用范围:Global,FollowerBelief

[relativeAmount]% Yield from every [tileFilter/buildingFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Yield from every [Farm]"

适用范围:Global,FollowerBelief

[relativeAmount]% [stat] from every follower, up to [relativeAmount2]%

示例:"[+20]% [Culture] from every follower, up to [+20]%"

适用范围:FounderBelief,FollowerBelief

[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Production when constructing [Culture] buildings [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Production when constructing [Melee] units [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Production when constructing [Culture] wonders [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Production towards any buildings that already exist in the Capital

示例:"[+20]% Production towards any buildings that already exist in the Capital"

适用范围:Global,FollowerBelief

[relativeAmount]% growth [cityFilter]

示例:"[+20]% growth [in all cities]"

适用范围:Global,FollowerBelief

[amount]% Food is carried over after population increases [cityFilter]

多个加成按加法叠加:+50% + +50% = +100%

示例:"[3]% Food is carried over after population increases [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Food consumption by [populationFilter] [cityFilter]

示例:"[+20]% Food consumption by [Followers of this Religion] [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]

示例:"[+20]% Unhappiness from [Followers of this Religion] [in all cities]"

适用范围:Global,FollowerBelief

May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter] at an increasing price ([amount])

示例:"May buy [Melee] units for [3] [Culture] [in all cities] at an increasing price ([3])"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter] at an increasing price ([amount])

示例:"May buy [Culture] buildings for [3] [Culture] [in all cities] at an increasing price ([3])"

适用范围:Global,FollowerBelief

May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter]

示例:"May buy [Melee] units for [3] [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter]

示例:"May buy [Culture] buildings for [3] [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [baseUnitFilter] units with [stat] [cityFilter]

示例:"May buy [Melee] units with [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings with [stat] [cityFilter]

示例:"May buy [Culture] buildings with [Culture] [in all cities]"

适用范围:Global,FollowerBelief

May buy [baseUnitFilter] units with [stat] for [nonNegativeAmount] times their normal Production cost

示例:"May buy [Melee] units with [Culture] for [3] times their normal Production cost"

适用范围:Global,FollowerBelief

May buy [buildingFilter] buildings with [stat] for [nonNegativeAmount] times their normal Production cost

示例:"May buy [Culture] buildings with [Culture] for [3] times their normal Production cost"

适用范围:Global,FollowerBelief

[stat] cost of purchasing items in cities [relativeAmount]%

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[Culture] cost of purchasing items in cities [+20]%"

适用范围:Global,FollowerBelief

[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[Culture] cost of purchasing [Culture] buildings [+20]%"

适用范围:Global,FollowerBelief

[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[Culture] cost of purchasing [Melee] units [+20]%"

适用范围:Global,FollowerBelief

[relativeAmount]% maintenance cost for [buildingFilter] buildings [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% maintenance cost for [Culture] buildings [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Culture cost of natural border growth [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Culture cost of natural border growth [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Gold cost of acquiring tiles [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Gold cost of acquiring tiles [in all cities]"

适用范围:Global,FollowerBelief

[relativeAmount]% Great Person generation [cityFilter]

示例:"[+20]% Great Person generation [in all cities]"

适用范围:Global,FollowerBelief

New [baseUnitFilter] units start with [amount] XP [cityFilter]

示例:"New [Melee] units start with [3] XP [in all cities]"

适用范围:Global,FollowerBelief

All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion

示例:"All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"

适用范围:Global,FollowerBelief

[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing

示例:"[Wounded] Units adjacent to this city heal [3] HP per turn when healing"

适用范围:Global,FollowerBelief

[relativeAmount]% Strength for cities

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Strength for cities"

适用范围:Global,FollowerBelief

Provides [amount] [resource]

示例:"Provides [3] [Iron]"

适用范围:Global,FollowerBelief,Improvement

[relativeAmount]% Natural religion spread [cityFilter]

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Natural religion spread [in all cities]"

适用范围:Global,FollowerBelief

Religion naturally spreads to cities [amount] tiles away

示例:"Religion naturally spreads to cities [3] tiles away"

适用范围:Global,FollowerBelief

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion

示例:"Earn [3]% of [Wounded] unit's [Cost] as [Mana] when killed within 4 tiles of a city following this religion"

适用范围:FollowerBelief

[relativeAmount]% weight to this choice for AI decisions

示例:"[+20]% weight to this choice for AI decisions"

此词条自动对用户隐藏。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Promotion,EventChoice

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Building uniques(建筑词条)

[positiveAmount]% of [stat] from every [improvementFilter/buildingFilter] in the city added to [resource]

示例:"[3]% of [Culture] from every [All Road] in the city added to [Iron]"

适用范围:Building

Consumes [amount] [resource]

示例:"Consumes [3] [Iron]"

适用范围:Building,Unit,Improvement

Costs [amount] [stockpiledResource]

These resources are removed when work begins on the construction. Do not confuse with "costs [amount] [stockpiledResource]" (lowercase 'c'), the Unit Action Modifier.

示例:"Costs [3] [Mana]"

此词条的效果可被 <(modified by game speed)>

适用范围:Building,Unit,Improvement

Unbuildable

阻止被建造(可能由条件决定)。但仍会出现在菜单中,且可通过金币或信仰等其他方式购买

适用范围:Building,Unit,Improvement

Cannot be purchased

适用范围:Building,Unit

Can be purchased with [stat] [cityFilter]

示例:"Can be purchased with [Culture] [in all cities]"

适用范围:Building,Unit

Can be purchased for [amount] [stat] [cityFilter]

示例:"Can be purchased for [3] [Culture] [in all cities]"

适用范围:Building,Unit

Limited to [amount] per Civilization

示例:"Limited to [3] per Civilization"

适用范围:Building,Unit

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Excess Food converted to Production when under construction

适用范围:Building,Unit

Requires at least [amount] population

示例:"Requires at least [3] population"

适用范围:Building,Unit

Triggers a global alert upon build start

适用范围:Building,Unit

Triggers a global alert upon completion

适用范围:Building,Unit

Cost increases by [amount] per owned city

示例:"Cost increases by [3] per owned city"

适用范围:Building,Unit

Cost increases by [amount] when built

示例:"Cost increases by [3] when built"

适用范围:Building,Unit

[amount]% production cost

用于与条件配合,动态调整建造费用。$MULTIPLICATIVE_BONUS_EXPLANATION_ZH

示例:"[3]% production cost"

适用范围:Building,Unit

Can only be built

用于与条件配合,如 "Can only be built <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。不会阻止升级(Upgrade)和转换(Transform)行动。另见 OnlyAvailable。

适用范围:Building,Unit

Must have an owned [tileFilter] within [amount] tiles

示例:"Must have an owned [Farm] within [3] tiles"

适用范围:Building

Enables nuclear weapon

适用范围:Building

Must be on [tileFilter]

示例:"Must be on [Farm]"

适用范围:Building

Must not be on [tileFilter]

示例:"Must not be on [Farm]"

适用范围:Building

Must be next to [tileFilter]

示例:"Must be next to [Farm]"

适用范围:Building,Improvement

Must not be next to [tileFilter]

示例:"Must not be next to [Farm]"

适用范围:Building

Unsellable

适用范围:Building

Obsolete with [tech]

示例:"Obsolete with [Agriculture]"

适用范围:Building,Improvement,Resource

Indicates the capital city

适用范围:Building

Moves to new capital when capital changes

适用范围:Building

Provides 1 extra copy of each improved luxury resource near this City

适用范围:Building

Destroyed when the city is captured

适用范围:Building

Never destroyed when the city is captured

适用范围:Building

[relativeAmount]% Gold given to enemy if city is captured

示例:"[+20]% Gold given to enemy if city is captured"

适用范围:Building

Removes extra unhappiness from annexed cities

适用范围:Building

Connects trade routes over water

适用范围:Building

Automatically built in all cities where it is buildable

适用范围:Building

Creates a [improvementName] improvement on a specific tile

When choosing to construct this building, the player must select a tile where the improvement can be built. Upon building completion, the tile will gain this improvement. Limited to one per building.

示例:"Creates a [Trading Post] improvement on a specific tile"

此词条不支持条件。

适用范围:Building

Hidden from city screen

建造后,此建筑从城市详情界面隐藏。所有产出照常生效。

此词条自动对用户隐藏。

适用范围:Building

Can be built [amount] times in each city

允许此建筑在同一城市重复建造。使用 -1 表示不限次数。

示例:"Can be built [3] times in each city"

适用范围:Building

Can carry [amount] extra [mapUnitFilter] units

对建筑,支持用 Air 作为 mapUnitFilter 以增加城市空中单位容量。

示例:"Can carry [3] extra [Wounded] units"

适用范围:Building,Unit

Spaceship part

适用范围:Building,Unit

Cannot be hurried

适用范围:Tech,Building

[relativeAmount]% weight to this choice for AI decisions

示例:"[+20]% weight to this choice for AI decisions"

此词条自动对用户隐藏。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Promotion,EventChoice

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Shown while unbuilable

此词条自动对用户隐藏。

适用范围:Building,Unit

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

UnitAction uniques(单位行动词条)

影响单位行动的词条,可用 UnitActionModifiers 修饰

Founds a new city

适用范围:UnitAction

Founds a new puppet city

适用范围:UnitAction

Can instantly construct a [improvementFilter] improvement

示例:"Can instantly construct a [All Road] improvement"

适用范围:UnitAction

Can Spread Religion

适用范围:UnitAction

Can remove other religions from cities

适用范围:UnitAction

May found a religion

适用范围:UnitAction

May enhance a religion

适用范围:UnitAction

Can transform to [unit]

默认消耗全部移动力

示例:"Can transform to [Musketman]"

适用范围:UnitAction

Unit uniques(单位词条)

可添加到单位、单位类型或晋升的词条

[relativeAmount]% Yield from pillaging tiles

示例:"[+20]% Yield from pillaging tiles"

适用范围:Global,Unit

[relativeAmount]% Health from pillaging tiles

示例:"[+20]% Health from pillaging tiles"

适用范围:Global,Unit

[relativeAmount]% construction time for [improvementFilter] improvements

示例:"[+20]% construction time for [All Road] improvements"

适用范围:Global,Unit

Can build [improvementFilter] improvements at a [relativeAmount]% rate

示例:"Can build [All Road] improvements at a [+20]% rate"

适用范围:Global,Unit

[relativeAmount]% Gold from Great Merchant trade missions

示例:"[+20]% Gold from Great Merchant trade missions"

适用范围:Global,Unit

Great General provides double combat bonus

适用范围:Global,Unit

Consumes [amount] [resource]

示例:"Consumes [3] [Iron]"

适用范围:Building,Unit,Improvement

Costs [amount] [stockpiledResource]

These resources are removed when work begins on the construction. Do not confuse with "costs [amount] [stockpiledResource]" (lowercase 'c'), the Unit Action Modifier.

示例:"Costs [3] [Mana]"

此词条的效果可被 <(modified by game speed)>

适用范围:Building,Unit,Improvement

Unbuildable

阻止被建造(可能由条件决定)。但仍会出现在菜单中,且可通过金币或信仰等其他方式购买

适用范围:Building,Unit,Improvement

Cannot be purchased

适用范围:Building,Unit

Can be purchased with [stat] [cityFilter]

示例:"Can be purchased with [Culture] [in all cities]"

适用范围:Building,Unit

Can be purchased for [amount] [stat] [cityFilter]

示例:"Can be purchased for [3] [Culture] [in all cities]"

适用范围:Building,Unit

Limited to [amount] per Civilization

示例:"Limited to [3] per Civilization"

适用范围:Building,Unit

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Excess Food converted to Production when under construction

适用范围:Building,Unit

Requires at least [amount] population

示例:"Requires at least [3] population"

适用范围:Building,Unit

Triggers a global alert upon build start

适用范围:Building,Unit

Triggers a global alert upon completion

适用范围:Building,Unit

Cost increases by [amount] per owned city

示例:"Cost increases by [3] per owned city"

适用范围:Building,Unit

Cost increases by [amount] when built

示例:"Cost increases by [3] when built"

适用范围:Building,Unit

[amount]% production cost

用于与条件配合,动态调整建造费用。$MULTIPLICATIVE_BONUS_EXPLANATION_ZH

示例:"[3]% production cost"

适用范围:Building,Unit

Can only be built

用于与条件配合,如 "Can only be built <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。不会阻止升级(Upgrade)和转换(Transform)行动。另见 OnlyAvailable。

适用范围:Building,Unit

May create improvements on water resources

适用范围:Unit

Can build [improvementFilter/terrainFilter] improvements on tiles

示例:"Can build [All Road] improvements on tiles"

适用范围:Unit

Can be added to [comment] in the Capital

示例:"Can be added to [comment] in the Capital"

适用范围:Unit

Prevents spreading of religion to the city it is next to

适用范围:Unit

Removes other religions when spreading religion

适用范围:Unit

May Paradrop to [tileFilter] tiles up to [positiveAmount] tiles away

示例:"May Paradrop to [Farm] tiles up to [3] tiles away"

适用范围:Unit

Can perform Air Sweep

适用范围:Unit

Can speed up construction of a building

适用范围:Unit

Can speed up the construction of a wonder

适用范围:Unit

Can hurry technology research

适用范围:Unit

Can generate a large amount of culture

适用范围:Unit

Can undertake a trade mission with City-State, giving a large sum of gold and [amount] Influence

示例:"Can undertake a trade mission with City-State, giving a large sum of gold and [3] Influence"

适用范围:Unit

Automation is a primary action

此词条自动对用户隐藏。

适用范围:Unit

[relativeAmount]% Strength

多个加成按加法叠加:+50% + +50% = +100%

示例:"[+20]% Strength"

适用范围:Global,Unit

[relativeAmount] Strength

示例:"[+20] Strength"

适用范围:Global,Unit

[relativeAmount] Max HP

允许负值倒扣;结果不大于 0 时重置为 1。只有无条件或带「for [mapUnitFilter] units」修饰的 unique 才生效:其余条件会被忽略以保证最大生命恒定。

示例:"[+20] Max HP"

适用范围:Global,Unit

[relativeAmount]% Strength decreasing with distance from the capital

示例:"[+20]% Strength decreasing with distance from the capital"

适用范围:Global,Unit

[relativeAmount]% to Flank Attack bonuses

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% to Flank Attack bonuses"

适用范围:Global,Unit

[relativeAmount]% Strength for enemy [mapUnitFilter] units in adjacent [tileFilter] tiles

示例:"[+20]% Strength for enemy [Wounded] units in adjacent [Farm] tiles"

适用范围:Unit

[relativeAmount]% Strength bonus for [mapUnitFilter] units within [amount] tiles

示例:"[+20]% Strength bonus for [Wounded] units within [3] tiles"

适用范围:Unit

Combat strength is modified by [luaFunction]

[luaFunction] 通过 ctx.value 接收当前战斗力并须返回新值(返回 nil 则保持不变)。作为战斗热路径上的纯查询运行——请保持轻量、无副作用。

示例:"Combat strength is modified by [myMod:myFunction]"

适用范围:Global,Unit

Combat damage dealt is modified by [luaFunction]

[luaFunction] 通过 ctx.value 接收当前伤害并须返回新值(返回 nil 则保持不变)。

示例:"Combat damage dealt is modified by [myMod:myFunction]"

适用范围:Global,Unit

Combat damage received is modified by [luaFunction]

[luaFunction] 通过 ctx.value 接收当前受到的伤害并须返回新值(返回 nil 则保持不变)。在攻击方伤害修正之后应用。

示例:"Combat damage received is modified by [myMod:myFunction]"

适用范围:Global,Unit

[amount] additional attacks per turn

示例:"[3] additional attacks per turn"

适用范围:Global,Unit

[amount] Movement

示例:"[3] Movement"

适用范围:Global,Unit

[amount] Sight

示例:"[3] Sight"

适用范围:Global,Unit,Terrain,Improvement

[amount] Range

示例:"[3] Range"

适用范围:Global,Unit

[relativeAmount] Air Interception Range

示例:"[+20] Air Interception Range"

适用范围:Global,Unit

[amount] HP when healing

示例:"[3] HP when healing"

适用范围:Global,Unit

Before engaging in combat performs an extra ranged attack with [amount]% of melee combat strength

示例:"Before engaging in combat performs an extra ranged attack with [3]% of melee combat strength"

适用范围:Unit

[relativeAmount]% Spread Religion Strength

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Spread Religion Strength"

适用范围:Global,Unit

When spreading religion to a city, gain [amount] times the amount of followers of other religions as [stat]

示例:"When spreading religion to a city, gain [3] times the amount of followers of other religions as [Culture]"

适用范围:Global,Unit

Can only attack [combatantFilter] units

示例:"Can only attack [City] units"

适用范围:Unit

Can only attack [tileFilter] tiles

示例:"Can only attack [Farm] tiles"

适用范围:Unit

Cannot attack

适用范围:Unit

Must set up to ranged attack

适用范围:Unit

Self-destructs when attacking

适用范围:Unit

Eliminates combat penalty for attacking across a coast

适用范围:Unit

May attack when embarked

适用范围:Unit

Eliminates combat penalty for attacking over a river

适用范围:Unit

Blast radius [amount]

示例:"Blast radius [3]"

适用范围:Unit

Ranged attacks may be performed over obstacles

适用范围:Global,Unit

Nuclear weapon of Strength [amount]

示例:"Nuclear weapon of Strength [3]"

适用范围:Unit

Attacks also target [mapUnitFilter] units within [positiveAmount] tiles

对半径内匹配过滤器的所有单位发动攻击(包括未被过滤掉的盟军或己方单位),伤害均等。状态效果和命中能力作用于所有受影响单位。

如果同时存在本效果和递减范围攻击,则只使用递减范围攻击。

示例:"Attacks also target [Wounded] units within [3] tiles"

适用范围:Unit

Attacks also target [mapUnitFilter] units within [positiveAmount] tiles, with damage decreasing by distance

对半径内匹配过滤器的所有单位发动攻击,伤害随与主目标的距离递减。状态效果和命中能力生效。

如果同时存在本效果和均等范围攻击,则只使用本效果;也影响反击伤害和自身范围攻击的伤害。

伤害公式:伤害 = (1 - (距离 / 半径)) * 基础伤害

示例:"Attacks also target [Wounded] units within [3] tiles, with damage decreasing by distance"

适用范围:Unit

Takes [relativeAmount]% damage from own area attacks

此单位在范围内时承受自身范围攻击的伤害,100 = 100% 伤害。

示例:"Takes [+20]% damage from own area attacks"

适用范围:Unit

Takes [relativeAmount]% counter damage from each unit hit by its area attacks

仅对近战单位生效,100 = 100% 伤害,负值可用但按正值处理。

示例:"Takes [+20]% counter damage from each unit hit by its area attacks"

适用范围:Unit

No defensive terrain bonus

适用范围:Global,Unit

No defensive terrain penalty

适用范围:Global,Unit

No damage penalty for wounded units

适用范围:Global,Unit

Uncapturable

适用范围:Unit

Withdraws before melee combat

适用范围:Unit

Unable to capture cities

适用范围:Global,Unit

Unable to pillage tiles

适用范围:Global,Unit

Destroys [cityFilter] cities instead of capturing

此单位将摧毁 [cityFilter] 城市而不是占领它们,也允许非近战单位摧毁城市。首都(包括城邦)对此效果免疫。

示例:"Destroys [in all cities] cities instead of capturing"

适用范围:Unit

No movement cost to pillage

适用范围:Global,Unit

Can move after attacking

适用范围:Unit

Transfer Movement to [mapUnitFilter]

示例:"Transfer Movement to [Wounded]"

适用范围:Unit

Can move immediately once bought

适用范围:Unit

May heal outside of friendly territory

适用范围:Global,Unit

All healing effects doubled

适用范围:Global,Unit

Heals [amount] damage if it kills a unit

示例:"Heals [3] damage if it kills a unit"

适用范围:Global,Unit

Can only heal by pillaging

适用范围:Global,Unit

Unit will heal every turn, even if it performs an action

适用范围:Unit

All adjacent units heal [amount] HP when healing

示例:"All adjacent units heal [3] HP when healing"

适用范围:Unit

No Sight

适用范围:Unit

Can see over obstacles

适用范围:Unit

Can carry [amount] [mapUnitFilter] units

示例:"Can carry [3] [Wounded] units"

适用范围:Unit

Can carry [amount] extra [mapUnitFilter] units

对建筑,支持用 Air 作为 mapUnitFilter 以增加城市空中单位容量。

示例:"Can carry [3] extra [Wounded] units"

适用范围:Building,Unit

Cannot be carried by [mapUnitFilter] units

示例:"Cannot be carried by [Wounded] units"

适用范围:Unit

[relativeAmount]% chance to intercept air attacks

示例:"[+20]% chance to intercept air attacks"

适用范围:Unit

Damage taken from interception reduced by [relativeAmount]%

示例:"Damage taken from interception reduced by [+20]%"

适用范围:Unit

[relativeAmount]% Damage when intercepting

示例:"[+20]% Damage when intercepting"

适用范围:Unit

[amount] extra interceptions may be made per turn

示例:"[3] extra interceptions may be made per turn"

适用范围:Unit

Cannot be intercepted

适用范围:Unit

Cannot intercept [mapUnitFilter] units

示例:"Cannot intercept [Wounded] units"

适用范围:Unit

[relativeAmount]% Strength when performing Air Sweep

示例:"[+20]% Strength when performing Air Sweep"

适用范围:Unit

[relativeAmount]% maintenance costs

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% maintenance costs"

适用范围:Global,Unit

[relativeAmount]% Gold cost of upgrading

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% Gold cost of upgrading"

适用范围:Global,Unit

Earn [amount]% of the damage done to [combatantFilter] units as [stockpile]

示例:"Earn [3]% of the damage done to [City] units as [Mana]"

适用范围:Global,Unit

Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately

示例:"Upon capturing a city, receive [3] times its [Culture] production as [Mana] immediately"

适用范围:Global,Unit

Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile]

示例:"Earn [3]% of killed [Wounded] unit's [Cost] as [Mana]"

适用范围:Global,Unit

May capture killed [mapUnitFilter] units

示例:"May capture killed [Wounded] units"

适用范围:Unit

[amount] XP gained from combat

示例:"[3] XP gained from combat"

适用范围:Global,Unit

[relativeAmount]% XP gained from combat

多个加成按乘法叠加:+50% + +50% = x1.5 * x1.5 = +125%

示例:"[+20]% XP gained from combat"

适用范围:Global,Unit

Can be earned through combat

适用范围:Unit

[greatPerson] is earned [relativeAmount]% faster

示例:"[Great General] is earned [+20]% faster"

适用范围:Global,Unit

Invisible to others

适用范围:Unit

Invisible to non-adjacent units

适用范围:Unit

Can see invisible [mapUnitFilter] units

示例:"Can see invisible [Wounded] units"

适用范围:Unit

May upgrade to [unit] through ruins-like effects

示例:"May upgrade to [Musketman] through ruins-like effects"

适用范围:Unit

Can upgrade to [unit]

示例:"Can upgrade to [Musketman]"

适用范围:Unit

Destroys tile improvements when attacking

适用范围:Unit

Cannot move

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

Double movement in [terrainFilter]

示例:"Double movement in [Fresh Water]"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

All tiles cost 1 movement

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

May travel on Water tiles without embarking

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

Can pass through impassable tiles

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

Ignores terrain cost

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

Ignores Zone of Control

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

Rough terrain penalty

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

Can enter ice tiles

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

Cannot embark

适用范围:Unit

Cannot enter ocean tiles

适用范围:Unit

May enter foreign tiles without open borders

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there

示例:"May enter foreign tiles without open borders, but loses [3] religious strength each turn it ends there"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Unit

[nonNegativeAmount] Movement point cost to disembark

示例:"[3] Movement point cost to disembark"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Global,Unit

[nonNegativeAmount] Movement point cost to embark

示例:"[3] Movement point cost to embark"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

适用范围:Global,Unit

Never appears as a Barbarian unit

此词条自动对用户隐藏。

适用范围:Unit

Religious Unit

适用范围:Unit

Spaceship part

适用范围:Building,Unit

Takes your religion over the one in their birth city

适用范围:Unit

Great Person - [comment]

示例:"Great Person - [comment]"

适用范围:Unit

Is part of Great Person group [comment]

同一组的伟人在获得时会使彼此的成本增加。获得一个后,同组的其他伟人将需要更多伟人点(GPP)。

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

适用范围:Unit

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Shown while unbuilable

此词条自动对用户隐藏。

适用范围:Building,Unit

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

UnitType uniques(单位类别词条)

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Promotion uniques(晋升项词条)

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Not shown on world screen

此词条自动对用户隐藏。

适用范围:Promotion,Resource

Doing so will consume this opportunity to choose a Promotion

适用范围:Promotion

This Promotion is free

适用范围:Promotion

[relativeAmount]% weight to this choice for AI decisions

示例:"[+20]% weight to this choice for AI decisions"

此词条自动对用户隐藏。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Promotion,EventChoice

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Terrain uniques(地形修正词条)

[stats]

示例:"[+1 Gold, +2 Production]"

适用范围:Global,Terrain,Improvement

Tile yield is modified by [luaFunction]

[luaFunction] 通过 ctx.tileStats 接收引擎计算的地块产出(形如 {food=2, production=1, gold=1} 的表),可返回包含新产出的表——返回表中出现的属性覆盖引擎值,未出现的保持原值;返回 nil 则产出不变。每次计算地块产出时都会运行——请保持轻量、无副作用。

示例:"Tile yield is modified by [myMod:myFunction]"

适用范围:Global,Terrain

[amount] Sight

示例:"[3] Sight"

适用范围:Global,Unit,Terrain,Improvement

Must be adjacent to [amount] [simpleTerrain] tiles

示例:"Must be adjacent to [3] [Elevated] tiles"

此词条自动对用户隐藏。

适用范围:Terrain

Must be adjacent to [amount] to [amount2] [simpleTerrain] tiles

示例:"Must be adjacent to [3] to [3] [Elevated] tiles"

此词条自动对用户隐藏。

适用范围:Terrain

Must not be on [amount] largest landmasses

示例:"Must not be on [3] largest landmasses"

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Must be on [amount] largest landmasses

示例:"Must be on [3] largest landmasses"

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Occurs on latitudes from [amount] to [amount2] percent of distance equator to pole

示例:"Occurs on latitudes from [3] to [3] percent of distance equator to pole"

此词条自动对用户隐藏。

适用范围:Terrain

Occurs in groups of [amount] to [amount2] tiles

示例:"Occurs in groups of [3] to [3] tiles"

此词条自动对用户隐藏。

适用范围:Terrain

Neighboring tiles will convert to [baseTerrain/terrainFeature]

支持只需要 Tile 作为上下文的条件(如 <with [n]% chance>),并按每个相邻地块应用。

如果你的模组重命名了海岸或湖泊,请不要将其作为参数使用本效果,因为防止瑕疵的代码将无法工作。

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

此词条自动对用户隐藏。

适用范围:Terrain

Grants [stats] to the first civilization to discover it

示例:"Grants [+1 Gold, +2 Production] to the first civilization to discover it"

适用范围:Terrain

Units ending their turn on this terrain take [amount] damage

示例:"Units ending their turn on this terrain take [3] damage"

由于性能考虑,此词条会被缓存,回合内可能变化的条件可能不生效。

此词条不支持条件。

适用范围:Terrain

Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game

示例:"Grants [Shock I] ([comment]) to adjacent [Wounded] units for the rest of the game"

适用范围:Terrain

[amount] Strength for cities built on this terrain

示例:"[3] Strength for cities built on this terrain"

适用范围:Terrain

Provides a one-time bonus of [stats] to the closest city when cut down

示例:"Provides a one-time bonus of [+1 Gold, +2 Production] to the closest city when cut down"

此词条的效果可被 <(modified by game speed)>

此词条的效果可被 <(modified by game progress up to [relativeAmount]%)>

适用范围:Terrain

Vegetation

适用范围:Terrain,Improvement

Tile provides yield without assigned population

适用范围:Terrain,Improvement

Nullifies all other stats this tile provides

适用范围:Terrain

Only [improvementFilter] improvements may be built on this tile

示例:"Only [All Road] improvements may be built on this tile"

适用范围:Terrain

Blocks line-of-sight from tiles at same elevation

适用范围:Terrain

Has an elevation of [amount] for visibility calculations

示例:"Has an elevation of [3] for visibility calculations"

适用范围:Terrain

Always Fertility [amount] for Map Generation

示例:"Always Fertility [3] for Map Generation"

此词条自动对用户隐藏。

适用范围:Terrain

[amount] to Fertility for Map Generation

示例:"[3] to Fertility for Map Generation"

此词条自动对用户隐藏。

适用范围:Terrain

A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount2]

示例:"A Region is formed with at least [3]% [Elevated] tiles, with priority [3]"

此词条自动对用户隐藏。

适用范围:Terrain

A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain2] tiles, with priority [amount2]

示例:"A Region is formed with at least [3]% [Elevated] tiles and [Elevated] tiles, with priority [3]"

此词条自动对用户隐藏。

适用范围:Terrain

A Region can not contain more [simpleTerrain] tiles than [simpleTerrain2] tiles

示例:"A Region can not contain more [Elevated] tiles than [Elevated] tiles"

此词条自动对用户隐藏。

适用范围:Terrain

Base Terrain on this tile is not counted for Region determination

此词条自动对用户隐藏。

适用范围:Terrain

Starts in regions of this type receive an extra [resource]

示例:"Starts in regions of this type receive an extra [Iron]"

此词条自动对用户隐藏。

适用范围:Terrain

Never receives any resources

此词条自动对用户隐藏。

适用范围:Terrain

Becomes [terrainName] when adjacent to [terrainFilter]

示例:"Becomes [Forest] when adjacent to [Fresh Water]"

此词条自动对用户隐藏。

适用范围:Terrain

Considered [terrainQuality] when determining start locations

示例:"Considered [Undesirable] when determining start locations"

此词条自动对用户隐藏。

适用范围:Terrain

Doesn't generate naturally

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Occurs at temperature between [fraction] and [fraction2] and humidity between [fraction3] and [fraction4]

示例:"Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Occurs in chains at high elevations

此词条自动对用户隐藏。

适用范围:Terrain

Occurs in groups around high elevations

此词条自动对用户隐藏。

适用范围:Terrain

Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.

示例:"Every [3] tiles with this terrain will receive a major deposit of a strategic resource."

此词条自动对用户隐藏。

适用范围:Terrain

Rare feature

适用范围:Terrain

[amount]% Chance to be destroyed by nukes

示例:"[3]% Chance to be destroyed by nukes"

适用范围:Terrain

Fresh water

适用范围:Terrain

Rough terrain

适用范围:Terrain

Coastal Water

Marks water tiles as Coast - all other water tiles count as Ocean. These distinctions are relevant e.g. for map generator or the ability to navigate here.

Note that terrain filters do not recognize this distinction, filtering for "Coast" or "Ocean" will only look for a terrain of that name.

Also note that for compatibility reasons, terrains named "Coast" are assuned to have this Unique even if it's missing. This may be removed in a future version.

A tile marked this way marks adjacent land tiles as "Coastal", so they fulfill the terrain filter, and cities built there can build ships, Harbor, etc.

适用范围:Terrain

Excluded from map editor

此词条自动对用户隐藏。

适用范围:Nation,Terrain,Improvement,Resource

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Suppress warning [validationWarning]

Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.

示例:"Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"

此词条不支持条件。

此词条自动对用户隐藏。

适用范围:Triggerable,Terrain,Speed,ModOptions,MetaModifier

Improvement uniques(地块改良词条)

[stats]

示例:"[+1 Gold, +2 Production]"

适用范围:Global,Terrain,Improvement

Consumes [amount] [resource]

示例:"Consumes [3] [Iron]"

适用范围:Building,Unit,Improvement

Provides [amount] [resource]

示例:"Provides [3] [Iron]"

适用范围:Global,FollowerBelief,Improvement

Costs [amount] [stockpiledResource]

These resources are removed when work begins on the construction. Do not confuse with "costs [amount] [stockpiledResource]" (lowercase 'c'), the Unit Action Modifier.

示例:"Costs [3] [Mana]"

此词条的效果可被 <(modified by game speed)>

适用范围:Building,Unit,Improvement

Unbuildable

阻止被建造(可能由条件决定)。但仍会出现在菜单中,且可通过金币或信仰等其他方式购买

适用范围:Building,Unit,Improvement

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Must be next to [tileFilter]

示例:"Must be next to [Farm]"

适用范围:Building,Improvement

Obsolete with [tech]

示例:"Obsolete with [Agriculture]"

适用范围:Building,Improvement,Resource

[amount] Sight

示例:"[3] Sight"

适用范围:Global,Unit,Terrain,Improvement

Vegetation

适用范围:Terrain,Improvement

Tile provides yield without assigned population

适用范围:Terrain,Improvement

Excluded from map editor

此词条自动对用户隐藏。

适用范围:Nation,Terrain,Improvement,Resource

Can also be built on tiles adjacent to fresh water

适用范围:Improvement

[stats] from [tileFilter] tiles

示例:"[+1 Gold, +2 Production] from [Farm] tiles"

适用范围:Improvement

[stats] for each adjacent [tileFilter]

示例:"[+1 Gold, +2 Production] for each adjacent [Farm]"

适用范围:Improvement

Ensures a minimum tile yield of [stats]

示例:"Ensures a minimum tile yield of [+1 Gold, +2 Production]"

适用范围:Improvement

Can be built outside your borders

适用范围:Improvement

Can be built just outside your borders

适用范围:Improvement

Can only be built on [tileFilter] tiles

示例:"Can only be built on [Farm] tiles"

适用范围:Improvement

Cannot be built on [tileFilter] tiles

示例:"Cannot be built on [Farm] tiles"

适用范围:Improvement

Can only be built to improve a resource

适用范围:Improvement

Does not need removal of [terrainFeature]

示例:"Does not need removal of [Hill]"

适用范围:Improvement

Removes removable features when built

适用范围:Improvement

Gives a defensive bonus of [relativeAmount]%

不接受基于单位的条件

示例:"Gives a defensive bonus of [+20]%"

适用范围:Improvement

Costs [amount] [stat] per turn when in your territory

示例:"Costs [3] [Culture] per turn when in your territory"

适用范围:Improvement

Costs [amount] [stat] per turn

示例:"Costs [3] [Culture] per turn"

适用范围:Improvement

Adjacent enemy units ending their turn take [amount] damage

示例:"Adjacent enemy units ending their turn take [3] damage"

适用范围:Improvement

Great Improvement

适用范围:Improvement

Provides a random bonus when entered

适用范围:Improvement

Marks a barbarian camp

当有多种野蛮人营地改良设施可用时,每个新营地随机选择一种。

此词条自动对用户隐藏。

适用范围:Improvement

Unpillagable

适用范围:Improvement

Pillaging this improvement yields approximately [stats]

示例:"Pillaging this improvement yields approximately [+1 Gold, +2 Production]"

此词条的效果可被 <(modified by game speed)>

此词条的效果可被 <(modified by game progress up to [relativeAmount]%)>

适用范围:Improvement

Pillaging this improvement yields [stats]

示例:"Pillaging this improvement yields [+1 Gold, +2 Production]"

此词条的效果可被 <(modified by game speed)>

此词条的效果可被 <(modified by game progress up to [relativeAmount]%)>

适用范围:Improvement

Destroyed when pillaged

适用范围:Improvement

Irremovable

适用范围:Improvement

Will not be replaced by automated units

适用范围:Improvement

Improves [resourceFilter] resource in this tile

作为资源 improvedBy 字段的替代方案提供。加载游戏时,结果会在资源定义内缓存,且不依赖地形、城市、文明、单位或时间信息。因此,大多数条件不会生效,只有依赖游戏状态的条件可以。

示例:"Improves [Strategic] resource in this tile"

此词条不支持条件。

适用范围:Improvement

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Resource uniques(资源词条)

Obsolete with [tech]

示例:"Obsolete with [Agriculture]"

适用范围:Building,Improvement,Resource

Must not be on [amount] largest landmasses

示例:"Must not be on [3] largest landmasses"

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Must be on [amount] largest landmasses

示例:"Must be on [3] largest landmasses"

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Doesn't generate naturally

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Occurs at temperature between [fraction] and [fraction2] and humidity between [fraction3] and [fraction4]

示例:"Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"

此词条自动对用户隐藏。

适用范围:Terrain,Resource

Excluded from map editor

此词条自动对用户隐藏。

适用范围:Nation,Terrain,Improvement,Resource

Deposits in [tileFilter] tiles always provide [amount] resources

示例:"Deposits in [Farm] tiles always provide [3] resources"

适用范围:Resource

Can only be created by Mercantile City-States

适用范围:Resource

Stockpiled

此资源每回合累积,而不是在某一时刻有一组生产者和消费者。当前库存量可通过触发型 unique 影响。

适用范围:Resource

City-level resource

此资源按城市级别计算,而非按文明级别

适用范围:Resource

Cannot be traded

适用范围:Resource

Not shown on world screen

此词条自动对用户隐藏。

适用范围:Promotion,Resource

Generated with weight [amount]

选择此资源的概率为(此资源权重)/(所有合格资源权重之和)。没有 unique 的资源权重为 1

示例:"Generated with weight [3]"

此词条自动对用户隐藏。

适用范围:Resource

Minor deposits generated with weight [amount]

选择此资源的概率为(此资源权重)/(所有合格资源权重之和)。没有 unique 的资源不会作为小型矿藏生成。

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

此词条自动对用户隐藏。

适用范围:Resource

Generated near City States with weight [amount]

选择此资源的概率为(此资源权重)/(所有合格资源权重之和)。只能分配给奢侈品,没有 unique 的资源权重为 1

示例:"Generated near City States with weight [3]"

此词条自动对用户隐藏。

适用范围:Resource

Special placement during map generation

此词条自动对用户隐藏。

适用范围:Resource

Generated on every [amount] tiles

示例:"Generated on every [3] tiles"

此词条自动对用户隐藏。

适用范围:Resource

Guaranteed with Strategic Balance resource option

适用范围:Resource

AI will sell at [amount] Gold

示例:"AI will sell at [3] Gold"

此词条自动对用户隐藏。

适用范围:Resource

AI will buy at [amount] Gold

示例:"AI will buy at [3] Gold"

此词条自动对用户隐藏。

适用范围:Resource

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Ruins uniques(遗迹词条)

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Free [unit] found in the ruins

示例:"Free [Musketman] found in the ruins"

适用范围:Ruins

From a randomly chosen tile [positiveAmount] tiles away from the ruins, reveal tiles up to [positiveAmount2] tiles away with [positiveAmount3]% chance

示例:"From a randomly chosen tile [3] tiles away from the ruins, reveal tiles up to [3] tiles away with [3]% chance"

适用范围:Ruins

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Speed uniques(游戏速度词条)

速度词条将作为所选游戏速度的 GlobalUniques 的一部分

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Suppress warning [validationWarning]

Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.

示例:"Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"

此词条不支持条件。

此词条自动对用户隐藏。

适用范围:Triggerable,Terrain,Speed,ModOptions,MetaModifier

Difficulty uniques(难度词条)

难度词条将作为所选游戏难度的 GlobalUniques 的一部分

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

CityState uniques(城邦词条)

Provides military units every ≈[positiveAmount] turns

示例:"Provides military units every ≈[3] turns"

适用范围:CityState

Provides a unique luxury

适用范围:CityState

Start bias [terrainFilter]

与 Nation 的 startBias 字段条目效果相同。与 startBias 字段合并;对城邦而言,还与其 CityStateType 上匹配的 unique 合并。条件仅在生成地图/放置起始位置时对 GameInfo 求值(没有 Civilization——它可能只被部分初始化)。不要使用需要地块、城市或单位的条件。

示例:"Start bias [Fresh Water]"

适用范围:Nation,CityState

ModOptions uniques(模组选项词条)

Uses the Civilization 6 style unit maintenance system

规则集可选用(放在 ModOptions.json 的 uniques 中)。启用 Units.json 的 maintenanceCost 字段(按单位固定维护费)、可配置的 unitMaintenanceBaseCost 常量、固定金币减免(见「Reduces unit maintenance by [amount] Gold」),并移除随游戏进度增长的维护费膨胀与默认 3 个免费单位。

此词条不支持条件。

适用范围:ModOptions

Diplomatic relationships cannot change

此词条不支持条件。

适用范围:ModOptions

Can convert gold to science with sliders

此词条不支持条件。

适用范围:ModOptions

Allow City States to spawn with additional units

此词条不支持条件。

适用范围:ModOptions

Can trade civilization introductions for [positiveAmount] Gold

示例:"Can trade civilization introductions for [3] Gold"

此词条不支持条件。

适用范围:ModOptions

Disable religion

此词条不支持条件。

适用范围:ModOptions

Can only start games from the starting era

在这种情况下,'starting era'(开始时代)指整个规则集中定义的第一个时代。

此词条不支持条件。

适用范围:ModOptions

Allow raze capital

此词条不支持条件。

适用范围:ModOptions

Allow raze holy city

此词条不支持条件。

适用范围:ModOptions

Allow cities to claim tiles

此词条不支持条件。

适用范围:ModOptions

Production overflow applies immediately to the next construction

产能溢出无上限,不受已完成项目产能加成的影响,并在当回合立即作用于建造队列中的下一个项目(享受该项目的产能加成,必要时沿队列连锁推进),依靠此类即时溢出完成的单位可立即移动。

此词条不支持条件。

适用范围:ModOptions

City-states search for first city location

By default, city-state settlers with no cities yet found on their current tile when valid (predetermined map-gen / editor start). With this unique they use the same nearby-site search as major civs.

此词条不支持条件。

适用范围:ModOptions

Suppress warning [validationWarning]

Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.

示例:"Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"

此词条不支持条件。

此词条自动对用户隐藏。

适用范围:Triggerable,Terrain,Speed,ModOptions,MetaModifier

Mod is incompatible with [modFilter]

指定你的模组与另一个模组不兼容。始终对称处理,且不能被声明为不兼容的模组覆盖。

示例:"Mod is incompatible with [DeCiv Redux]"

此词条不支持条件。

适用范围:ModOptions

Mod requires [modFilter]

指定你的扩展模组仅在匹配过滤器的其他模组激活时可用。

此 unique 的多个副本不能用于指定替代项,它们按 'and' 逻辑工作。如果你需要替代项而通配符无法很好过滤,请提交 issue。

示例:"Mod requires [DeCiv Redux]"

此词条不支持条件。

适用范围:ModOptions

Should only be used as permanent audiovisual mod

此词条不支持条件。

适用范围:ModOptions

Can be used as permanent audiovisual mod

此词条不支持条件。

适用范围:ModOptions

Cannot be used as permanent audiovisual mod

此词条不支持条件。

适用范围:ModOptions

Mod preselects map [comment]

仅对包含多张地图的模组有意义。当此模组在新建游戏界面的自定义地图模组下拉框中被选中时,命名地图将在地图下拉框中被选中。同时禁用按最近修改排序的选择。不区分大小写。

示例:"Mod preselects map [comment]"

此词条不支持条件。

适用范围:ModOptions

Event uniques(事件词条)

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

EventChoice uniques(事件选择词条)

Only available

用于与条件配合,如 "Only available <after adopting [policy]> <while the empire is happy>"。只有满足全部条件时才允许建造。也会阻止升级(Upgrade)和转换(Transform)行动。另见 CanOnlyBeBuiltWhen

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

Unavailable

用于与条件配合,如 "Unavailable <after generating a Great Prophet>"。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,Promotion,Improvement,Ruins,Event,EventChoice

[relativeAmount]% weight to this choice for AI decisions

示例:"[+20]% weight to this choice for AI decisions"

此词条自动对用户隐藏。

适用范围:Tech,Policy,FounderBelief,FollowerBelief,Building,Promotion,EventChoice

Will not be displayed in Civilopedia

支持只需要 Game 作为上下文的条件。

大多数条件至少需要一个 Civilization,因此会生效。

注意:从主菜单运行文明百科时,条件将被忽略。

此词条自动对用户隐藏。

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Comment [comment]

允许在 unique 列表中显示任意文本。只有 '[]' 方括号内的文本会显示,其余部分用于让规则集校验识别意图。

示例:"Comment [comment]"

适用范围:Nation,Tech,Policy,FounderBelief,FollowerBelief,Building,Unit,UnitType,Promotion,Terrain,Improvement,Resource,Ruins,Speed,Difficulty,EventChoice

Conditional uniques(有前提的词条)

可添加到其他词条的修饰符,用于限制其生效时机

<every [positiveAmount] turns>

示例:"every [3] turns"

适用范围:Conditional

<before turn number [nonNegativeAmount]>

示例:"before turn number [3]"

适用范围:Conditional

<after turn number [nonNegativeAmount]>

示例:"after turn number [3]"

适用范围:Conditional

<on [speed] game speed>

示例:"on [Quick] game speed"

适用范围:Conditional

<on [difficulty] difficulty>

示例:"on [Prince] difficulty"

适用范围:Conditional

<on [difficulty] difficulty or higher>

示例:"on [Prince] difficulty or higher"

适用范围:Conditional

<on [difficulty] difficulty or lower>

示例:"on [Prince] difficulty or lower"

适用范围:Conditional

<when [victoryType] Victory is enabled>

示例:"when [Domination] Victory is enabled"

适用范围:Conditional

<when [victoryType] Victory is disabled>

示例:"when [Domination] Victory is disabled"

适用范围:Conditional

<when religion is enabled>

适用范围:Conditional

<when religion is disabled>

适用范围:Conditional

<when espionage is enabled>

适用范围:Conditional

<when espionage is disabled>

适用范围:Conditional

<when nuclear weapons are enabled>

适用范围:Conditional

<when nuclear weapons are disabled>

适用范围:Conditional

<with [nonNegativeAmount]% chance>

示例:"with [3]% chance"

适用范围:Conditional

<if tutorials are enabled>

此词条自动对用户隐藏。

适用范围:Conditional

<if tutorial [comment] is completed>

示例:"if tutorial [comment] is completed"

此词条自动对用户隐藏。

适用范围:Conditional

<for [civFilter] Civilizations>

示例:"for [City-States] Civilizations"

适用范围:Conditional

<when at war>

适用范围:Conditional

<when not at war>

适用范围:Conditional

<during a Golden Age>

适用范围:Conditional

<when not in a Golden Age>

适用范围:Conditional

<during We Love The King Day>

适用范围:Conditional

<while the empire is happy>

适用范围:Conditional

<during the [era]>

示例:"during the [Ancient era]"

适用范围:Conditional

<before the [era]>

示例:"before the [Ancient era]"

适用范围:Conditional

<starting from the [era]>

示例:"starting from the [Ancient era]"

适用范围:Conditional

<if starting in the [era]>

示例:"if starting in the [Ancient era]"

适用范围:Conditional

<if no other Civilization has researched this>

适用范围:Conditional

<after discovering [techFilter]>

示例:"after discovering [Agriculture]"

适用范围:Conditional

<before discovering [techFilter]>

示例:"before discovering [Agriculture]"

适用范围:Conditional

<while researching [techFilter]>

当科技正在被积极研究时(即研究点被投入的科技)满足此条件

示例:"while researching [Agriculture]"

适用范围:Conditional

<if no other Civilization has adopted this>

适用范围:Conditional

<if no Civilization has adopted [policy/belief]>

示例:"if no Civilization has adopted [Oligarchy]"

适用范围:Conditional

<after adopting [policy/belief]>

示例:"after adopting [Oligarchy]"

适用范围:Conditional

<before adopting [policy/belief]>

示例:"before adopting [Oligarchy]"

适用范围:Conditional

<before founding a Pantheon>

适用范围:Conditional

<after founding a Pantheon>

适用范围:Conditional

<before founding a religion>

适用范围:Conditional

<after founding a religion>

适用范围:Conditional

<before enhancing a religion>

适用范围:Conditional

<after enhancing a religion>

适用范围:Conditional

<after generating a Great Prophet>

适用范围:Conditional

<if [buildingFilter] is constructed>

示例:"if [Culture] is constructed"

适用范围:Conditional

<if [buildingFilter] is not constructed>

示例:"if [Culture] is not constructed"

适用范围:Conditional

<if [buildingFilter] is constructed in all [cityFilter] cities>

示例:"if [Culture] is constructed in all [in all cities] cities"

适用范围:Conditional

<if [buildingFilter] is constructed in at least [positiveAmount] of [cityFilter] cities>

示例:"if [Culture] is constructed in at least [3] of [in all cities] cities"

适用范围:Conditional

<if [buildingFilter] is constructed by anybody>

示例:"if [Culture] is constructed by anybody"

适用范围:Conditional

<if [buildingFilter] is not constructed by anybody>

示例:"if [Culture] is not constructed by anybody"

适用范围:Conditional

<with [resource]>

示例:"with [Iron]"

适用范围:Conditional

<without [resource]>

示例:"without [Iron]"

适用范围:Conditional

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

Stats 指累积产出,而非每回合产出。因此不支持笑脸——请使用 'when above [amount] Happiness'

示例:"when above [3] [Culture]"

此词条的效果可被 <(modified by game speed)>

适用范围:Conditional

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

Stats 指累积产出,而非每回合产出。因此不支持笑脸——请使用 'when below [amount] Happiness'

示例:"when below [3] [Culture]"

此词条的效果可被 <(modified by game speed)>

适用范围:Conditional

<when between [amount] and [amount2] [stat/resource]>

Stats 指累积产出,而非每回合产出。因此不支持笑脸。'Between'(之间)是包含边界的——所以 'between 1 and 5' 包含 1 和 5。

示例:"when between [3] and [3] [Culture]"

此词条的效果可被 <(modified by game speed)>

适用范围:Conditional

<in this city>

适用范围:Conditional

<in [cityFilter] cities>

示例:"in [in all cities] cities"

适用范围:Conditional

<in cities connected to the capital>

适用范围:Conditional

<in cities with a [religionFilter] religion>

示例:"in cities with a [major] religion"

适用范围:Conditional

<in cities not following a [religionFilter] religion>

示例:"in cities not following a [major] religion"

适用范围:Conditional

<in cities with a major religion>

适用范围:Conditional

<in cities with an enhanced religion>

适用范围:Conditional

<in cities following our religion>

适用范围:Conditional

<in cities with a [buildingFilter]>

示例:"in cities with a [Culture]"

适用范围:Conditional

<in cities without a [buildingFilter]>

示例:"in cities without a [Culture]"

适用范围:Conditional

<in cities with at least [positiveAmount] [populationFilter]>

示例:"in cities with at least [3] [Followers of this Religion]"

适用范围:Conditional

<in cities with [nonNegativeAmount] [populationFilter]>

示例:"in cities with [3] [Followers of this Religion]"

适用范围:Conditional

<in cities with between [amount] and [amount2] [populationFilter]>

'Between'(之间)是包含边界的——所以 'between 1 and 5' 包含 1 和 5。

示例:"in cities with between [3] and [3] [Followers of this Religion]"

适用范围:Conditional

<in cities with less than [amount] [populationFilter]>

示例:"in cities with less than [3] [Followers of this Religion]"

适用范围:Conditional

<with a garrison>

适用范围:Conditional

<if this city is being razed>

适用范围:Conditional

<for [mapUnitFilter] units>

示例:"for [Wounded] units"

适用范围:Conditional

<when [mapUnitFilter]>

示例:"when [Wounded]"

适用范围:Conditional

<for units with [promotion]>

也适用于带有临时状态的单位

示例:"for units with [Shock I]"

适用范围:Conditional

<for units without [promotion]>

也适用于带有临时状态的单位

示例:"for units without [Shock I]"

适用范围:Conditional

<if unit is fortified>

适用范围:Conditional

<if unit is embarked>

适用范围:Conditional

<vs cities>

适用范围:Conditional

<vs [mapUnitFilter] units>

示例:"vs [Wounded] units"

适用范围:Conditional

<vs [combatantFilter]>

示例:"vs [City]"

适用范围:Conditional

<when fighting units from a Civilization with more Cities than you>

适用范围:Conditional

<when attacking>

适用范围:Conditional

<when defending>

适用范围:Conditional

<when fighting in [tileFilter] tiles>

示例:"when fighting in [Farm] tiles"

适用范围:Conditional

<on foreign continents>

适用范围:Conditional

<when adjacent to a [mapUnitFilter] unit>

示例:"when adjacent to a [Wounded] unit"

适用范围:Conditional

<when above [positiveAmount] HP>

示例:"when above [3] HP"

适用范围:Conditional

<when below [positiveAmount] HP>

示例:"when below [3] HP"

适用范围:Conditional

<when below [positiveAmount] movement>

示例:"when below [3] movement"

适用范围:Conditional

<when above [nonNegativeAmount] movement>

示例:"when above [3] movement"

适用范围:Conditional

<if it hasn't used other actions yet>

适用范围:Conditional

<when stacked with a [mapUnitFilter] unit>

示例:"when stacked with a [Wounded] unit"

适用范围:Conditional

<when not stacked with a [mapUnitFilter] unit>

示例:"when not stacked with a [Wounded] unit"

适用范围:Conditional

<with [nonNegativeAmount] to [nonNegativeAmount2] neighboring [tileFilter] tiles>

示例:"with [3] to [3] neighboring [Farm] tiles"

适用范围:Conditional

<in [tileFilter] tiles>

示例:"in [Farm] tiles"

适用范围:Conditional

<in tiles without [tileFilter]>

示例:"in tiles without [Farm]"

适用范围:Conditional

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

示例:"within [3] tiles of a [Farm]"

适用范围:Conditional

<in tiles adjacent to [tileFilter] tiles>

示例:"in tiles adjacent to [Farm] tiles"

适用范围:Conditional

<in tiles not adjacent to [tileFilter] tiles>

示例:"in tiles not adjacent to [Farm] tiles"

适用范围:Conditional

<on water maps>

适用范围:Conditional

<in [regionType] Regions>

示例:"in [Hybrid] Regions"

适用范围:Conditional

<in all except [regionType] Regions>

示例:"in all except [Hybrid] Regions"

适用范围:Conditional

<when number of [countable] is equal to [countable2]>

示例:"when number of [1000] is equal to [1000]"

适用范围:Conditional

<when number of [countable] is different than [countable2]>

示例:"when number of [1000] is different than [1000]"

适用范围:Conditional

<when number of [countable] is more than [countable2]>

示例:"when number of [1000] is more than [1000]"

适用范围:Conditional

<when number of [countable] is less than [countable2]>

示例:"when number of [1000] is less than [1000]"

适用范围:Conditional

<when number of [countable] is between [countable2] and [countable3]>

'Between'(之间)是包含边界的——所以 'between 1 and 5' 包含 1 和 5。

示例:"when number of [1000] is between [1000] and [1000]"

适用范围:Conditional

<when carried by [mapUnitFilter] units>

示例:"when carried by [Wounded] units"

适用范围:Conditional

<if [modFilter] is enabled>

示例:"if [DeCiv Redux] is enabled"

适用范围:Conditional

<if [modFilter] is not enabled>

示例:"if [DeCiv Redux] is not enabled"

适用范围:Conditional

<if [luaFunction] returns true>

将已加载模组中的 Lua 函数作为条件求值;函数收到常规 ctx 表(civ/city/unit/tile/game/parameter…),返回 true 时条件成立。函数应为纯查询——条件会被频繁求值,请保持廉价且无副作用。缺失函数由模组检查器报告。

示例:"if [myMod:myFunction] returns true"

适用范围:Conditional

TriggerCondition uniques(触发条件词条)

可添加到触发型词条的特殊条件,使它们在特定行动时激活。

<upon discovering [techFilter] technology>

示例:"upon discovering [Agriculture] technology"

适用范围:TriggerCondition

<upon entering the [era]>

示例:"upon entering the [Ancient era]"

适用范围:TriggerCondition

<upon entering a new era>

适用范围:TriggerCondition

<upon adopting [policy/belief]>

示例:"upon adopting [Oligarchy]"

适用范围:TriggerCondition

<upon declaring war on [civFilter] Civilizations>

示例:"upon declaring war on [City-States] Civilizations"

适用范围:TriggerCondition

<upon being declared war on by [civFilter] Civilizations>

示例:"upon being declared war on by [City-States] Civilizations"

适用范围:TriggerCondition

<upon entering a war with [civFilter] Civilizations>

示例:"upon entering a war with [City-States] Civilizations"

适用范围:TriggerCondition

<upon signing a peace treaty with [civFilter] Civilizations>

示例:"upon signing a peace treaty with [City-States] Civilizations"

适用范围:TriggerCondition

<upon completing a trade with [civFilter] Civilizations>

当本文明与匹配的文明完成一笔交易(任意一方接受)时触发。注意:所有被接受的交易都会触发,包括 AI 自动接受与征服时签订的开放边界协议。

示例:"upon completing a trade with [City-States] Civilizations"

适用范围:TriggerCondition

<upon declaring friendship>

适用范围:TriggerCondition

<upon declaring a defensive pact>

适用范围:TriggerCondition

<upon entering a Golden Age>

适用范围:TriggerCondition

<upon ending a Golden Age>

适用范围:TriggerCondition

<upon conquering a city>

适用范围:TriggerCondition,UnitTriggerCondition

<upon losing a city>

适用范围:TriggerCondition

<upon bombarding>

适用范围:TriggerCondition

<upon founding a city>

适用范围:TriggerCondition

<upon building a [improvementFilter] improvement>

示例:"upon building a [All Road] improvement"

适用范围:TriggerCondition,UnitTriggerCondition

<upon pillaging a [tileFilter] tile>

示例:"upon pillaging a [Farm] tile"

适用范围:TriggerCondition,UnitTriggerCondition

<upon finishing razing a city>

适用范围:TriggerCondition

<upon discovering a Natural Wonder>

适用范围:TriggerCondition

<upon constructing [buildingFilter]>

示例:"upon constructing [Culture]"

适用范围:TriggerCondition

<upon constructing [buildingFilter] [cityFilter]>

示例:"upon constructing [Culture] [in all cities]"

适用范围:TriggerCondition

<upon gaining a [baseUnitFilter] unit>

示例:"upon gaining a [Melee] unit"

适用范围:TriggerCondition

<upon losing a [mapUnitFilter] unit>

示例:"upon losing a [Wounded] unit"

适用范围:TriggerCondition

<upon turn end>

适用范围:TriggerCondition,UnitTriggerCondition

<upon turn start>

适用范围:TriggerCondition,UnitTriggerCondition

<upon founding a Pantheon>

适用范围:TriggerCondition

<upon founding a Religion>

适用范围:TriggerCondition

<upon enhancing a Religion>

适用范围:TriggerCondition

<upon expending a [mapUnitFilter] unit>

示例:"upon expending a [Wounded] unit"

适用范围:TriggerCondition

UnitTriggerCondition uniques(单位触发条件词条)

可添加到单位触发型词条的特殊条件,使它们在特定行动时激活。

<upon conquering a city>

适用范围:TriggerCondition,UnitTriggerCondition

<upon building a [improvementFilter] improvement>

示例:"upon building a [All Road] improvement"

适用范围:TriggerCondition,UnitTriggerCondition

<upon pillaging a [tileFilter] tile>

示例:"upon pillaging a [Farm] tile"

适用范围:TriggerCondition,UnitTriggerCondition

<upon turn end>

适用范围:TriggerCondition,UnitTriggerCondition

<upon turn start>

适用范围:TriggerCondition,UnitTriggerCondition

<upon entering combat>

适用范围:UnitTriggerCondition

<upon attacking>

适用范围:UnitTriggerCondition

<upon being attacked>

适用范围:UnitTriggerCondition

<upon damaging a [mapUnitFilter] unit>

将第一个参数设为 'Target Unit' 即可对受损单位应用触发效果

示例:"upon damaging a [Wounded] unit"

适用范围:UnitTriggerCondition

<upon defeating a [mapUnitFilter] unit>

示例:"upon defeating a [Wounded] unit"

适用范围:UnitTriggerCondition

<upon capturing a [mapUnitFilter] unit>

示例:"upon capturing a [Wounded] unit"

适用范围:UnitTriggerCondition

<upon being captured>

适用范围:UnitTriggerCondition

<upon intercepting a [mapUnitFilter] unit>

示例:"upon intercepting a [Wounded] unit"

适用范围:UnitTriggerCondition

<upon being intercepted>

适用范围:UnitTriggerCondition

<upon being bombarded>

适用范围:UnitTriggerCondition

<upon withdrawing from melee combat>

适用范围:UnitTriggerCondition

<upon being defeated>

适用范围:UnitTriggerCondition

<upon being promoted>

适用范围:UnitTriggerCondition

<upon gaining the [promotion] promotion>

示例:"upon gaining the [Shock I] promotion"

适用范围:UnitTriggerCondition

<upon losing the [promotion] promotion>

示例:"upon losing the [Shock I] promotion"

适用范围:UnitTriggerCondition

<upon gaining the [promotion] status>

示例:"upon gaining the [Shock I] status"

适用范围:UnitTriggerCondition

<upon losing the [promotion] status>

示例:"upon losing the [Shock I] status"

适用范围:UnitTriggerCondition

<upon losing at least [positiveAmount] HP in a single attack>

示例:"upon losing at least [3] HP in a single attack"

适用范围:UnitTriggerCondition

<upon ending a turn in a [tileFilter] tile>

示例:"upon ending a turn in a [Farm] tile"

适用范围:UnitTriggerCondition

<upon discovering a [tileFilter] tile>

示例:"upon discovering a [Farm] tile"

适用范围:UnitTriggerCondition

<upon entering a [tileFilter] tile>

示例:"upon entering a [Farm] tile"

适用范围:UnitTriggerCondition

UnitActionModifier uniques(单位行为修饰词条)

可作为条件添加到单位行动词条的修饰符

<by consuming this unit>

适用范围:UnitActionModifier

<for [amount] movement>

执行时最多消耗 [amount] 移动力

示例:"for [3] movement"

适用范围:UnitActionModifier

<for all movement>

执行时消耗全部移动力

适用范围:UnitActionModifier

<requires [nonNegativeAmount] movement>

执行需要 [nonNegativeAmount] 移动力。单位的移动力向上取整

示例:"requires [3] movement"

适用范围:UnitActionModifier

<costs [stats] stats>

正整数将从你的库存中扣除。食物和产能将从最近城市的当前库存中移除

示例:"costs [+1 Gold, +2 Production] stats"

适用范围:UnitActionModifier

<costs [amount] [stockpiledResource]>

正整数将从你的库存中扣除。不要与改良设施、建筑和单位上的 "Costs [amount] [stockpiledResource]"(大写 'C')混淆。

示例:"costs [3] [Mana]"

适用范围:UnitActionModifier

<removing the [promotion] promotion/status>

从单位移除该晋升/状态——这不是代价,即使没有该晋升/状态,单位也能激活此行动。如需限制,请使用 <with the [promotion] promotion> 条件

示例:"removing the [Shock I] promotion/status"

适用范围:UnitActionModifier

<once>

适用范围:UnitActionModifier

<[positiveAmount] times>

示例:"[3] times"

适用范围:UnitActionModifier

<[nonNegativeAmount] additional time(s)>

示例:"[3] additional time(s)"

适用范围:UnitActionModifier

<after which this unit is consumed>

适用范围:UnitActionModifier

<with [amount] priority>

此行动的使用频率,值越高表示越常用,且应放在更靠前的页面。100 表示非常频繁,50 表示比较频繁,小于 25 表示多回合移动时按一次。如果按钮像是添加到首都、晋升之类,> 100 也是可能的——我们需要告知玩家采取行动是一个选项。

示例:"with [3] priority"

此词条自动对用户隐藏。

适用范围:UnitActionModifier,MetaModifier

MetaModifier uniques(元修饰词条)

可添加到其他词条的修饰符,改变用户体验而非行为

<for [nonNegativeAmount] turns>

将此 unique 变为触发器,作为全局 unique 激活一定回合数

示例:"for [3] turns"

适用范围:MetaModifier

<with [amount] priority>

此行动的使用频率,值越高表示越常用,且应放在更靠前的页面。100 表示非常频繁,50 表示比较频繁,小于 25 表示多回合移动时按一次。如果按钮像是添加到首都、晋升之类,> 100 也是可能的——我们需要告知玩家采取行动是一个选项。

示例:"with [3] priority"

此词条自动对用户隐藏。

适用范围:UnitActionModifier,MetaModifier

<hidden from users>

适用范围:MetaModifier

<for every [countable]>

仅适用于正数

示例:"for every [1000]"

适用范围:MetaModifier

<for every adjacent [tileFilter]>

仅适用于正数

示例:"for every adjacent [Farm]"

适用范围:MetaModifier

<for every [positiveAmount] [countable]>

仅适用于正数

示例:"for every [3] [1000]"

适用范围:MetaModifier

<(modified by game speed)>

只能应用于特定 unique,具体见每个 unique 的详细说明

适用范围:MetaModifier

<(modified by game progress up to [relativeAmount]%)>

只能应用于特定 unique,具体见每个 unique 的详细说明

示例:"(modified by game progress up to [+20]%)"

适用范围:MetaModifier

<Civilopedia link [pediaLink]>

允许 unique 在文明百科中正常列出时链接到任意文明百科页面。这会覆盖对 unique 参数中对象的自动链接。

示例:"Civilopedia link [Units/Settler]"

此词条自动对用户隐藏。

适用范围:MetaModifier

<Suppress warning [validationWarning]>

Allows suppressing specific validation warnings. Errors, deprecation warnings, or warnings about untyped and non-filtering uniques should be heeded, not suppressed, and are therefore not accepted. Note that this can be used in ModOptions, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. Even in the modifier case you will need to specify a sufficiently selective portion of the warning text as parameter.

示例:"Suppress warning [Tinman is supposed to automatically upgrade at tech Clockwork, and therefore Servos for its upgrade Mecha may not yet be researched! -or- is supposed to automatically upgrade]"

此词条不支持条件。

此词条自动对用户隐藏。

适用范围:Triggerable,Terrain,Speed,ModOptions,MetaModifier

Unique 参数类型

参数说明
amountThis indicates a whole number, possibly with a + or - sign, such as 2, +13, or -3. Also accepts Countable expressions.
baseTerrainThe name of any terrain that is a base terrain according to the json file.
beliefThe name of any belief.
beliefType'Pantheon', 'Follower', 'Founder' or 'Enhancer'
buildingNameThe name of any building.
civWideStatAll the following stats have civ-wide fields: Gold, Science, Culture, Faith.
combatantFilterThis indicates a combatant, which can either be a unit or a city (when bombarding). Must either be City or a mapUnitFilter.
costOrStrengthCost or Strength.
countableThis indicates a number or a numeric variable.They can be tested in the developer console with civ checkcountable - for example, civ checkcountable "[Iron]+2".
difficultyThe name of any difficulty.
eraThe name of any era.
eraFilterThe name of an era, any era, Starting Era, pre-[era], post-[era].
eventThe name of any event.
foundingOrEnhancingProphet Action Filters.
fractionIndicates a fractional number, which can be negative. Also accepts Countable expressions.
improvementNameThe name of any improvement excluding 'Cancel improvement order'
leaderTitleLeader Title
luaFunctionA Lua function reference in the form [modName:]functionName.
modFilter模组名,区分大小写,或首尾为星号的简单通配符过滤器,不区分大小写。
注意必须使用 Unciv 显示的模组名,而不是仓库名。
存在影响连字符及首尾空格的转换,请务必不要混淆。
nonNegativeAmountThis indicates a non-negative whole number, larger than or equal to zero, a '+' sign is optional. Also accepts Countable expressions.
pediaLinkUnique Specials.
policyThe name of any policy.
policyFilterThe name of any policy, a filtering Unique, any branch (matching only the branch itself), a branch name with " Completed" appended (matches if the branch is completed), or a policy branch as [branchName] branch (matching all policies in that branch).
positiveAmountThis indicates a positive whole number, larger than zero, a '+' sign is optional. Also accepts Countable expressions.
promotionThe name of any promotion.
relativeAmountThis indicates a number, usually with a + or - sign, such as +25 (this kind of parameter is often followed by '%' which is nevertheless not part of the value). Also accepts Countable expressions.
resourceThe name of any resource.
resourceFilterA resource name, type, 'all', or a Stat listed in the resource's improvementStats.
specialistThe name of any specialist.
speedThe name of any speed.
spyActionA spy action display name, e.g. Counter-intelligence, Stealing Tech.
statThis is one of the 7 major stats in the game - Gold, Science, Production, Food, Happiness, Culture and Faith. Note that the stat names need to be capitalized!
statsFor example: +2 Production, +3 Food. Note that the stat names need to be capitalized!
stockpileThe name of any stockpiled resource.
stockpiledResourceThe name of any stockpiled resource.
techThe name of any tech.
terrainFeatureThe name of any terrain that is a terrain feature according to the json file.
tileFilterTile Filters
unitNameGroupThe name of a unit name group found in UnitNameGroups.json, or one of their unique tags.
unitTriggerTargetThis Unit or Target Unit.
unitTypeUnit Type Filters.
validationWarningMod-check warning
victoryTypeThe name of any victory type: 'Cultural', 'Diplomatic', 'Domination', 'Scientific', 'Time' or one of your mod's VictoryTypes.json names.