Unique 能力列表
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Uniques 概述可以在这里找到。
简单的 Unique 参数在此文章末尾。复杂的参数在Unique 参数类型中说明。
可触发的 Uniques
具有即时、一次性效果的 Uniques。这些可以添加到科技中,在研究时触发;添加到政策中,在采用时触发;添加到时代中,在到达时触发;添加到建筑中,在建造时触发。或者,你可以为它们添加触发条件(TriggerConditions),使其成为在特定事件时激活的全局 Uniques。它们也可以添加到单位中,赋予它们触发此效果作为行动的能力,这可以通过单位行动修饰符(UnitActionModifiers)和单位触发条件(UnitTriggerConditions)条件进行修改。
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:可触发、全局
Remove [buildingFilter] [cityFilter]
示例:"Remove [Culture] [in all cities]"
适用范围:可触发、全局
Sell [buildingFilter] buildings [cityFilter]
示例:"Sell [Culture] buildings [in all cities]"
适用范围:可触发、全局
Free [unit] appears
示例:"Free [Musketman] appears"
适用范围:可触发
[positiveAmount] free [unit] units appear
示例:"[3] free [Musketman] units appear"
适用范围:可触发
A [unit] rebels
示例:"A [Musketman] rebels"
适用范围:可触发
[positiveAmount] [unit]s rebel
示例:"[3] [Musketman]s rebel"
适用范围:可触发
Free Social Policy
适用范围:可触发
[positiveAmount] Free Social Policies
示例:"[3] Free Social Policies"
适用范围:可触发
Empire enters golden age
适用范围:可触发
Empire enters a [positiveAmount]-turn Golden Age
示例:"Empire enters a [3]-turn Golden Age"
适用范围:可触发
Free Great Person
适用范围:可触发
[amount] population [cityFilter]
示例:"[3] population [in all cities]"
适用范围:可触发
[amount] population in a random city
示例:"[3] population in a random city"
适用范围:可触发
Discover [tech]
示例:"Discover [Agriculture]"
适用范围:可触发
Adopt [policy/belief]
示例:"Adopt [Oligarchy]"
适用范围:可触发
Remove [policyFilter]
示例:"Remove [Oligarchy]"
适用范围:可触发
Remove [policyFilter] and refund [amount]% of its cost
示例:"Remove [Oligarchy] and refund [3]% of its cost"
适用范围:可触发
Free Technology
适用范围:可触发
[positiveAmount] Free Technologies
示例:"[3] Free Technologies"
适用范围:可触发
[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:可触发
Reveals the entire map
适用范围:可触发
Gain a free [beliefType] belief
示例:"Gain a free [Follower] belief"
适用范围:可触发
Triggers voting for the Diplomatic Victory
适用范围:可触发
Instantly consumes [positiveAmount] [stockpiledResource]
示例:"Instantly consumes [3] [Mana]"
适用范围:可触发
Instantly provides [positiveAmount] [stockpiledResource]
示例:"Instantly provides [3] [Mana]"
适用范围:可触发
Set [stockpile] to [countable]
示例:"Set [Mana] to [1000]"
此 unique 的效果可被 <(modified by game speed)> 修改
适用范围:可触发
Instantly gain [amount] [stockpile]
示例:"Instantly gain [3] [Mana]"
此 unique 的效果可被 <(modified by game speed)> 修改
适用范围:可触发
Gain [amount] [stat]
示例:"Gain [3] [Culture]"
此 unique 的效果可被 <(modified by game speed)> 修改
适用范围:可触发
Gain [amount]-[amount] [stat]
示例:"Gain [3]-[3] [Culture]"
此 unique 的效果可被 <(modified by game speed)> 修改
适用范围:可触发
Gain enough Faith for a Pantheon
适用范围:可触发
Gain enough Faith for [positiveAmount]% of a Great Prophet
示例:"Gain enough Faith for [3]% of a Great Prophet"
适用范围:可触发
Research [relativeAmount]% of [tech]
示例:"Research [+20]% of [Agriculture]"
适用范围:可触发
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:可触发
Gain control over [positiveAmount] tiles [cityFilter]
示例:"Gain control over [3] tiles [in all cities]"
适用范围:可触发
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:可触发
Triggers the following global alert: [comment]
支持用于政策和科技。
对于其他目标,生成的通知可能无法正常显示,且可能不支持翻译。原因:您的 [comment] 会得到一个生成的引言,其他触发器通常通知 你,而不是 其他人,这种区别目前是通过映射文本处理的。
条件在拥有此 unique 的文明上下文中评估,而不是警报接收者的上下文中。
示例:"Triggers the following global alert: [comment]"
适用范围:可触发
Promotes all spies [positiveAmount] time(s)
示例:"Promotes all spies [3] time(s)"
适用范围:可触发
Gain an extra spy
适用范围:可触发
Turn this tile into a [terrainName] tile
示例:"Turn this tile into a [Forest] tile"
适用范围:可触发
Remove [resourceFilter] resources from this tile
示例:"Remove [Strategic] resources from this tile"
适用范围:可触发
Remove [improvementFilter] improvements from this tile
示例:"Remove [All Road] improvements from this tile"
适用范围:可触发
[mapUnitFilter] units gain the [promotion] promotion
仅对单位类型有效的晋升有效——或不指定任何类型的晋升也有效。
示例:"[Wounded] units gain the [Shock I] promotion"
适用范围:可触发
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:可触发
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:可触发
Triggers a [event] event
示例:"Triggers a [Inspiration] event"
适用范围:可触发
Mark tutorial [comment] complete
示例:"Mark tutorial [comment] complete"
此 unique 不支持条件。
此 unique 对用户自动隐藏。
适用范围:可触发
Get the leader title of [leaderTitle]
示例:"Get the leader title of [Sovereign [leaderName] the Great]"
此 unique 对用户自动隐藏。
适用范围:可触发
Suppress warning [validationWarning]
允许抑制特定的验证警告。错误、弃用警告或关于无类型和非过滤 uniques 的警告应予以注意,而不是抑制,因此不予接受。注意:这可以在 模组选项 中使用,在警告涉及的 uniques 中,或作为触发警告的 unique 的修饰符——但您仍然需要具体指定。即使在修饰符情况下,您也需要指定警告文本的足够选择性部分作为参数。
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 unique 不支持条件。
此 unique 对用户自动隐藏。
适用范围:可触发、地形、速度、模组选项、元修饰符
单位可触发的 Uniques
具有即时、一次性效果的 Uniques。这些可以添加到 单位(on unit, unit type, or promotion)中,赋予它们触发此效果作为行动的能力,这可以通过 单位行动修饰符(UnitActionModifiers)和 单位触发条件(UnitTriggerConditions)条件进行修改。
[unitTriggerTarget] heals [positiveAmount] HP
示例:"[This Unit] heals [3] HP"
适用范围:单位可触发
[unitTriggerTarget] takes [positiveAmount] damage
示例:"[This Unit] takes [3] damage"
适用范围:单位可触发
[unitTriggerTarget] gains [amount] XP
示例:"[This Unit] gains [3] XP"
适用范围:单位可触发
[unitTriggerTarget] upgrades for free
示例:"[This Unit] upgrades for free"
适用范围:单位可触发
[unitTriggerTarget] upgrades for free including special upgrades
示例:"[This Unit] upgrades for free including special upgrades"
适用范围:单位可触发
[unitTriggerTarget] gains the [promotion] promotion
示例:"[This Unit] gains the [Shock I] promotion"
适用范围:单位可触发
[unitTriggerTarget] loses the [promotion] promotion
示例:"[This Unit] loses the [Shock I] promotion"
适用范围:单位可触发
[unitTriggerTarget] gains [positiveAmount] movement
示例:"[This Unit] gains [3] movement"
适用范围:单位可触发
[unitTriggerTarget] loses [positiveAmount] movement
示例:"[This Unit] loses [3] movement"
适用范围:单位可触发
[unitTriggerTarget] gains the [promotion] status for [positiveAmount] turn(s)
状态是临时晋升。它们不堆叠,重新应用特定状态会取最大值——因此在 1 回合上重新应用 3 回合会变成 3,但反之亦然。状态剩余的回合数在回合开始时减少,因此为 1 回合应用的加成在其他人回合期间仍然适用。
示例:"[This Unit] gains the [Shock I] status for [3] turn(s)"
适用范围:单位可触发
[unitTriggerTarget] loses the [promotion] status
示例:"[This Unit] loses the [Shock I] status"
适用范围:单位可触发
[unitTriggerTarget] is destroyed
示例:"[This Unit] is destroyed"
适用范围:单位可触发
[unitTriggerTarget] gets a name from the [unitNameGroup] group
示例:"[This Unit] gets a name from the [Scientist] group"
适用范围:单位可触发
全局 Uniques
全局生效的 Uniques。文明从国家 Uniques、到达的时代、研究的科技、采用的政策、建造的建筑、宗教"创建者" Uniques、拥有的资源以及规则集范围内的全局 Uniques 中获得这些 Uniques 的能力。
[stats]
示例:"[+1 Gold, +2 Production]"
适用范围:全局、地形、改良设施
[stats] [cityFilter]
示例:"[+1 Gold, +2 Production] [in all cities]"
适用范围:全局、追随者信仰
[stats] from every specialist [cityFilter]
示例:"[+1 Gold, +2 Production] from every specialist [in all cities]"
适用范围:全局、追随者信仰
[stats] per [positiveAmount] population [cityFilter]
示例:"[+1 Gold, +2 Production] per [3] population [in all cities]"
适用范围:全局、追随者信仰
[stats] per [positiveAmount] social policies adopted
仅适用于文明范围的属性
示例:"[+1 Gold, +2 Production] per [3] social policies adopted"
适用范围:全局
[stats] per every [positiveAmount] [civWideStat]
示例:"[+1 Gold, +2 Production] per every [3] [Gold]"
适用范围:全局
[stats] in cities on [terrainFilter] tiles
示例:"[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"
适用范围:全局、追随者信仰
[stats] from all [buildingFilter] buildings
示例:"[+1 Gold, +2 Production] from all [Culture] buildings"
适用范围:全局、追随者信仰
[stats] from [tileFilter] tiles [cityFilter]
示例:"[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
适用范围:全局、追随者信仰
[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
示例:"[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
适用范围:全局、追随者信仰
[stats] from every [tileFilter/specialist/buildingFilter]
示例:"[+1 Gold, +2 Production] from every [Farm]"
适用范围:全局、追随者信仰
[stats] from each Trade Route
示例:"[+1 Gold, +2 Production] from each Trade Route"
适用范围:全局、追随者信仰
[relativeAmount]% [stat]
多个加成叠加相加:+50% + +50% = +100%
示例:"[+20]% [Culture]"
适用范围:全局、追随者信仰
[relativeAmount]% [stat] [cityFilter]
多个加成叠加相加:+50% + +50% = +100%
示例:"[+20]% [Culture] [in all cities]"
适用范围:全局、追随者信仰
[relativeAmount]% [stat] from every [tileFilter/buildingFilter]
多个加成叠加相加:+50% + +50% = +100%
示例:"[+20]% [Culture] from every [Farm]"
适用范围:全局、追随者信仰
[relativeAmount]% Yield from every [tileFilter/buildingFilter]
多个加成叠加相加:+50% + +50% = +100%
示例:"[+20]% Yield from every [Farm]"
适用范围:全局、追随者信仰
[relativeAmount]% [stat] from City States
示例:"[+20]% [Culture] from City States"
适用范围:全局
[relativeAmount]% [stat] from Trade Routes
示例:"[+20]% [Culture] from Trade Routes"
适用范围:全局
Nullifies [stat] [cityFilter]
示例:"Nullifies [Culture] [in all cities]"
适用范围:全局
Nullifies Growth [cityFilter]
示例:"Nullifies Growth [in all cities]"
适用范围:全局
[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]
多个加成叠加相加:+50% + +50% = +100%
示例:"[+20]% Production when constructing [Culture] buildings [in all cities]"
适用范围:全局、追随者信仰
[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]
多个加成叠加相加:+50% + +50% = +100%
示例:"[+20]% Production when constructing [Melee] units [in all cities]"
适用范围:全局、追随者信仰
[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]
多个加成叠加相加:+50% + +50% = +100%
示例:"[+20]% Production when constructing [Culture] wonders [in all cities]"
适用范围:全局、追随者信仰
[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:全局、追随者信仰
[relativeAmount]% Yield from pillaging tiles
示例:"[+20]% Yield from pillaging tiles"
适用范围:全局、单位
[relativeAmount]% Health from pillaging tiles
示例:"[+20]% Health from pillaging tiles"
适用范围:全局、单位
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:全局
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:全局
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:全局
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:全局
City-State territory always counts as friendly territory
适用范围:全局
Allied City States will occasionally gift Great People
适用范围:全局
[relativeAmount]% City-State Influence degradation
示例:"[+20]% City-State Influence degradation"
适用范围:全局
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:全局
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:全局
[relativeAmount]% resources gifted by City States
示例:"[+20]% resources gifted by City States"
适用范围:全局
[relativeAmount]% Happiness from luxury resources gifted by City States
示例:"[+20]% Happiness from luxury resources gifted by City States"
适用范围:全局
City-State Influence recovers at twice the normal rate
适用范围:全局
[relativeAmount]% growth [cityFilter]
示例:"[+20]% growth [in all cities]"
适用范围:全局、追随者信仰
[amount]% Food is carried over after population increases [cityFilter]
多个加成叠加相加:+50% + +50% = +100%
示例:"[3]% Food is carried over after population increases [in all cities]"
适用范围:全局、追随者信仰
[relativeAmount]% Food consumption by [populationFilter] [cityFilter]
示例:"[+20]% Food consumption by [Followers of this Religion] [in all cities]"
适用范围:全局、追随者信仰
[relativeAmount]% unhappiness from the number of cities
示例:"[+20]% unhappiness from the number of cities"
适用范围:全局
[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]
示例:"[+20]% Unhappiness from [Followers of this Religion] [in all cities]"
适用范围:全局、追随者信仰
[amount] Happiness from each type of luxury resource
示例:"[3] Happiness from each type of luxury resource"
适用范围:全局
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:全局
[relativeAmount]% of excess happiness converted to [stat]
示例:"[+20]% of excess happiness converted to [Culture]"
适用范围:全局
Cannot build [baseUnitFilter] units
示例:"Cannot build [Melee] units"
适用范围:全局
Enables construction of Spaceship parts
适用范围:全局
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:全局、追随者信仰
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:全局、追随者信仰
May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter]
示例:"May buy [Melee] units for [3] [Culture] [in all cities]"
适用范围:全局、追随者信仰
May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter]
示例:"May buy [Culture] buildings for [3] [Culture] [in all cities]"
适用范围:全局、追随者信仰
May buy [baseUnitFilter] units with [stat] [cityFilter]
示例:"May buy [Melee] units with [Culture] [in all cities]"
适用范围:全局、追随者信仰
May buy [buildingFilter] buildings with [stat] [cityFilter]
示例:"May buy [Culture] buildings with [Culture] [in all cities]"
适用范围:全局、追随者信仰
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:全局、追随者信仰
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:全局、追随者信仰
[stat] cost of purchasing items in cities [relativeAmount]%
多个加成叠加相乘:+50% + +50% = x1.5 * x1.5 = +125%
示例:"[Culture] cost of purchasing items in cities [+20]%"
适用范围:全局、追随者信仰
[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%
多个加成叠加相乘:+50% + +50% = x1.5 * x1.5 = +125%
示例:"[Culture] cost of purchasing [Culture] buildings [+20]%"
适用范围:全局、追随者信仰
[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%
多个加成叠加相乘:+50% + +50% = x1.5 * x1.5 = +125%
示例:"[Culture] cost of purchasing [Melee] units [+20]%"
适用范围:全局、追随者信仰
Enables conversion of city production to [civWideStat]
示例:"Enables conversion of city production to [Gold]"
适用范围:全局
Production to [civWideStat] conversion in cities changed by [relativeAmount]%
示例:"Production to [Gold] conversion in cities changed by [+20]%"
适用范围:全局
Improves movement speed on roads
适用范围:全局
Roads connect tiles across rivers
适用范围:全局
[relativeAmount]% maintenance on road & railroads
多个加成叠加相乘:+50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% maintenance on road & railroads"
适用范围:全局
No Maintenance costs for improvements in [tileFilter] tiles
示例:"No Maintenance costs for improvements in [Farm] tiles"
适用范围:全局
[relativeAmount]% construction time for [improvementFilter] improvements
示例:"[+20]% construction time for [All Road] improvements"
适用范围:全局、单位
Can build [improvementFilter] improvements at a [relativeAmount]% rate
示例:"Can build [All Road] improvements at a [+20]% rate"
适用范围:全局、单位
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:可触发、全局
[relativeAmount]% maintenance cost for [buildingFilter] buildings [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% maintenance cost for [Culture] buildings [in all cities]"
适用范围:全局, 追随者信仰
Remove [buildingFilter] [cityFilter]
示例:"Remove [Culture] [in all cities]"
适用范围:可触发、全局
Sell [buildingFilter] buildings [cityFilter]
示例:"Sell [Culture] buildings [in all cities]"
适用范围:可触发、全局
[relativeAmount]% Culture cost of natural border growth [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Culture cost of natural border growth [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Gold cost of acquiring tiles [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Gold cost of acquiring tiles [in all cities]"
适用范围:全局, 追随者信仰
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
多个加成叠加相乘: +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
多个加成叠加相乘: +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 [stats] 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:全局, 追随者信仰
[relativeAmount]% Gold from Great Merchant trade missions
示例:"[+20]% Gold from Great Merchant trade missions"
适用范围:全局, Unit
Great General provides double combat bonus
适用范围:全局, 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
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
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"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
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"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
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:全局, 追随者信仰
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:全局, 追随者信仰
[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:全局, 追随者信仰
[relativeAmount]% XP required for promotions
多个加成叠加相乘: +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
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% City Strength from defensive buildings"
适用范围:Global
[relativeAmount]% Strength for cities
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Strength for cities"
适用范围:全局, 追随者信仰
Provides [amount] [resource]
示例:"Provides [3] [Iron]"
适用范围:全局, 追随者信仰、改良设施
[relativeAmount]% [resourceFilter] resource production
示例:"[+20]% [Strategic] resource production"
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
影响力 of all other civilizations with all city-states degrades [relativeAmount]% faster
示例:"影响力 of all other civilizations with all city-states degrades [+20]% faster"
适用范围:Global
Gain [amount] 影响力 with a [baseUnitFilter] gift to a City-State
示例:"Gain [3] 影响力 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 unique 的效果可被 <(modified by game speed)> 修改
适用范围:Global
[relativeAmount]% Natural religion spread [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Natural religion spread [in all cities]"
适用范围:全局, 追随者信仰
Religion naturally spreads to cities [amount] tiles away
示例:"Religion naturally spreads to cities [3] tiles away"
适用范围:全局, 追随者信仰
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
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
多个加成叠加相乘: +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
[relativeAmount]% Strength
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Strength"
适用范围:全局, Unit
[relativeAmount] Strength
示例:"[+20] Strength"
适用范围:全局, Unit
[relativeAmount]% Strength decreasing with distance from the capital
示例:"[+20]% Strength decreasing with distance from the capital"
适用范围:全局, Unit
[relativeAmount]% to Flank Attack bonuses
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% to Flank Attack bonuses"
适用范围:全局, Unit
[amount] additional attacks per turn
示例:"[3] additional attacks per turn"
适用范围:全局, Unit
[amount] Movement
示例:"[3] Movement"
适用范围:全局, Unit
[amount] Sight
示例:"[3] Sight"
适用范围:全局, 单位, 地形, Improvement
[amount] Range
示例:"[3] Range"
适用范围:全局, Unit
[relativeAmount] Air Interception Range
示例:"[+20] Air Interception Range"
适用范围:全局, Unit
[amount] HP,当恢复时
示例:"[3] HP,当恢复时"
适用范围:全局, Unit
[relativeAmount]% Spread Religion Strength
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Spread Religion Strength"
适用范围:全局, 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:全局, Unit
Ranged attacks may be performed over obstacles
适用范围:全局, Unit
No defensive terrain bonuses
适用范围:全局, Unit
No defensive terrain penalty
适用范围:全局, Unit
No damage penalty for wounded units
适用范围:全局, Unit
Unable to capture cities
适用范围:全局, Unit
Unable to pillage tiles
适用范围:全局, Unit
No movement cost to pillage
适用范围:全局, Unit
May heal outside of friendly territory
适用范围:全局, Unit
All healing effects doubled
适用范围:全局, Unit
Heals [amount] damage if it kills a unit
示例:"Heals [3] damage if it kills a unit"
适用范围:全局, Unit
Can only heal by pillaging
适用范围:全局, Unit
[relativeAmount]% maintenance costs
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% maintenance costs"
适用范围:全局, Unit
[relativeAmount]% Gold cost of upgrading
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Gold cost of upgrading"
适用范围:全局, 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:全局, 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:全局, 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:全局, Unit
[amount] XP gained from combat
示例:"[3] XP gained from combat"
适用范围:全局, Unit
[relativeAmount]% XP gained from combat
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% XP gained from combat"
适用范围:全局, Unit
[greatPerson] is earned [relativeAmount]% faster
示例:"[Great General] is earned [+20]% faster"
适用范围:全局, Unit
[nonNegativeAmount] 下船的移动力成本
示例:"[3] 下船的移动力成本"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:全局, Unit
[nonNegativeAmount] 乘船的移动力成本
示例:"[3] 乘船的移动力成本"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:全局, Unit
文明 Uniques
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
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.
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Nation
Units ignore terrain costs when moving into any tile with Hills
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Nation
Excluded from map editor
此 unique 对用户自动隐藏。
适用范围:Nation、地形、改良设施、资源
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
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。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
性格 Uniques
Will not build [baseUnitFilter/buildingFilter]
示例:"Will not build [Melee]"
适用范围:性格
时代 Uniques
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
科技 Uniques
Enables establishment of embassies
适用范围:Tech
Starting tech
适用范围:Tech
Can be continually researched
适用范围:Tech
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Cannot be hurried
适用范围:科技, Building
[relativeAmount]% weight to this choice for AI decisions
示例:"[+20]% weight to this choice for AI decisions"
此 unique 对用户自动隐藏。
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑、晋升, 事件选择
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
政策 Uniques
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
[relativeAmount]% weight to this choice for AI decisions
示例:"[+20]% weight to this choice for AI decisions"
此 unique 对用户自动隐藏。
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑、晋升, 事件选择
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
创立者信仰 Uniques
适用于 创始者(Founder)和 增强者(Enhancer)类型信仰的 Uniques,将应用于此宗教的创始人
[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:创立者信仰
[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:创立者信仰
[relativeAmount]% [stat] from every follower, up to [relativeAmount]%
示例:"[+20]% [Culture] from every follower, up to [+20]%"
适用范围:创立者信仰, 追随者信仰
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
[relativeAmount]% weight to this choice for AI decisions
示例:"[+20]% weight to this choice for AI decisions"
此 unique 对用户自动隐藏。
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑、晋升, 事件选择
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
追随者信仰 Uniques
适用于 万神殿(Pantheon)和 追随者(Follower)类型信仰的 Uniques,将应用于此宗教为多数宗教的每个城市
[stats] [cityFilter]
示例:"[+1 Gold, +2 Production] [in all cities]"
适用范围:全局, 追随者信仰
[stats] from every specialist [cityFilter]
示例:"[+1 Gold, +2 Production] from every specialist [in all cities]"
适用范围:全局, 追随者信仰
[stats] per [positiveAmount] population [cityFilter]
示例:"[+1 Gold, +2 Production] per [3] population [in all cities]"
适用范围:全局, 追随者信仰
[stats] in cities on [terrainFilter] tiles
示例:"[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"
适用范围:全局, 追随者信仰
[stats] from all [buildingFilter] buildings
示例:"[+1 Gold, +2 Production] from all [Culture] buildings"
适用范围:全局, 追随者信仰
[stats] from [tileFilter] tiles [cityFilter]
示例:"[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
适用范围:全局, 追随者信仰
[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
示例:"[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
适用范围:全局, 追随者信仰
[stats] from every [tileFilter/specialist/buildingFilter]
示例:"[+1 Gold, +2 Production] from every [Farm]"
适用范围:全局, 追随者信仰
[stats] from each Trade Route
示例:"[+1 Gold, +2 Production] from each Trade Route"
适用范围:全局, 追随者信仰
[relativeAmount]% [stat]
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% [Culture]"
适用范围:全局, 追随者信仰
[relativeAmount]% [stat] [cityFilter]
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% [Culture] [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% [stat] from every [tileFilter/buildingFilter]
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% [Culture] from every [Farm]"
适用范围:全局, 追随者信仰
[relativeAmount]% Yield from every [tileFilter/buildingFilter]
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Yield from every [Farm]"
适用范围:全局, 追随者信仰
[relativeAmount]% [stat] from every follower, up to [relativeAmount]%
示例:"[+20]% [Culture] from every follower, up to [+20]%"
适用范围:创立者信仰, 追随者信仰
[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Production when constructing [Culture] buildings [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Production when constructing [Melee] units [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Production when constructing [Culture] wonders [in all cities]"
适用范围:全局, 追随者信仰
[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:全局, 追随者信仰
[relativeAmount]% growth [cityFilter]
示例:"[+20]% growth [in all cities]"
适用范围:全局, 追随者信仰
[amount]% Food is carried over after population increases [cityFilter]
多个加成叠加相加: +50% + +50% = +100%
示例:"[3]% Food is carried over after population increases [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Food consumption by [populationFilter] [cityFilter]
示例:"[+20]% Food consumption by [Followers of this Religion] [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]
示例:"[+20]% Unhappiness from [Followers of this Religion] [in all cities]"
适用范围:全局, 追随者信仰
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:全局, 追随者信仰
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:全局, 追随者信仰
May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter]
示例:"May buy [Melee] units for [3] [Culture] [in all cities]"
适用范围:全局, 追随者信仰
May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter]
示例:"May buy [Culture] buildings for [3] [Culture] [in all cities]"
适用范围:全局, 追随者信仰
May buy [baseUnitFilter] units with [stat] [cityFilter]
示例:"May buy [Melee] units with [Culture] [in all cities]"
适用范围:全局, 追随者信仰
May buy [buildingFilter] buildings with [stat] [cityFilter]
示例:"May buy [Culture] buildings with [Culture] [in all cities]"
适用范围:全局, 追随者信仰
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:全局, 追随者信仰
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:全局, 追随者信仰
[stat] cost of purchasing items in cities [relativeAmount]%
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[Culture] cost of purchasing items in cities [+20]%"
适用范围:全局, 追随者信仰
[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[Culture] cost of purchasing [Culture] buildings [+20]%"
适用范围:全局, 追随者信仰
[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[Culture] cost of purchasing [Melee] units [+20]%"
适用范围:全局, 追随者信仰
[relativeAmount]% maintenance cost for [buildingFilter] buildings [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% maintenance cost for [Culture] buildings [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Culture cost of natural border growth [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Culture cost of natural border growth [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Gold cost of acquiring tiles [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Gold cost of acquiring tiles [in all cities]"
适用范围:全局, 追随者信仰
[relativeAmount]% Great Person generation [cityFilter]
示例:"[+20]% Great Person generation [in all cities]"
适用范围:全局, 追随者信仰
New [baseUnitFilter] units start with [amount] XP [cityFilter]
示例:"New [Melee] units start with [3] XP [in all cities]"
适用范围:全局, 追随者信仰
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:全局, 追随者信仰
[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:全局, 追随者信仰
[relativeAmount]% Strength for cities
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Strength for cities"
适用范围:全局, 追随者信仰
Provides [amount] [resource]
示例:"Provides [3] [Iron]"
适用范围:全局, 追随者信仰、改良设施
[relativeAmount]% Natural religion spread [cityFilter]
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Natural religion spread [in all cities]"
适用范围:全局, 追随者信仰
Religion naturally spreads to cities [amount] tiles away
示例:"Religion naturally spreads to cities [3] tiles away"
适用范围:全局, 追随者信仰
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 地块 of a city following this religion
示例:"Earn [3]% of [Wounded] unit's [Cost] as [Mana] when killed within 4 地块 of a city following this religion"
适用范围:追随者信仰
[relativeAmount]% weight to this choice for AI decisions
示例:"[+20]% weight to this choice for AI decisions"
此 unique 对用户自动隐藏。
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑、晋升, 事件选择
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
建筑 Uniques
[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:建筑, 单位, 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 unique 的效果可被 <(modified by game speed)> 修改
适用范围:建筑, 单位, Improvement
Unbuildable
Blocks from being built, possibly by conditional. However it can still appear in the menu and be bought with other means such as Gold or Faith
适用范围:建筑, 单位, Improvement
Cannot be purchased
适用范围:Building、单位
Can be purchased with [stat] [cityFilter]
示例:"Can be purchased with [Culture] [in all cities]"
适用范围:Building、单位
Can be purchased for [amount] [stat] [cityFilter]
示例:"Can be purchased for [3] [Culture] [in all cities]"
适用范围:Building、单位
Limited to [amount] per Civilization
示例:"Limited to [3] per Civilization"
适用范围:Building、单位
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Excess Food converted to Production when under construction
适用范围:Building、单位
Requires at least [amount] population
示例:"Requires at least [3] population"
适用范围:Building、单位
Triggers a global alert upon build start
适用范围:Building、单位
Triggers a global alert upon completion
适用范围:Building、单位
Cost increases by [amount] per owned city
示例:"Cost increases by [3] per owned city"
适用范围:Building、单位
Cost increases by [amount] when built
示例:"Cost increases by [3] when built"
适用范围:Building、单位
[amount]% production cost
Intended to be used with conditionals to dynamically alter construction costs. 多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[3]% production cost"
适用范围:Building、单位
Can only be built
Meant to be used together with conditionals, like "Can only be built <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also NOT block Upgrade and Transform actions. See also OnlyAvailable.
适用范围:Building、单位
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、改良设施
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、改良设施、资源
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
当选择建造此建筑时,玩家必须选择一个可以建造改良设施的地块。建筑完成后,该地块将获得此改良设施。每个建筑限一个。
示例:"Creates a [Trading Post] improvement on a specific tile"
此 unique 不支持条件。
适用范围:Building
Can carry [amount] extra [mapUnitFilter] units
对于建筑,支持使用 Air 作为 mapUnitFilter 来增加城市空中单位容量。
示例:"Can carry [3] extra [Wounded] units"
适用范围:Building、单位
飞船部件
适用范围:Building、单位
Cannot be hurried
适用范围:科技, Building
[relativeAmount]% weight to this choice for AI decisions
示例:"[+20]% weight to this choice for AI decisions"
此 unique 对用户自动隐藏。
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑、晋升, 事件选择
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Shown while unbuilable
此 unique 对用户自动隐藏。
适用范围:Building、单位
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
单位行动 Uniques
影响单位行动的 Uniques,可以被 单位行动修饰符(UnitActionModifiers)修改
Founds a new city
适用范围:单位行动
Founds a new puppet city
适用范围:单位行动
Can instantly construct a [improvementFilter] improvement
示例:"Can instantly construct a [All Road] improvement"
适用范围:单位行动
Can Spread Religion
适用范围:单位行动
Can remove other religions from cities
适用范围:单位行动
May found a religion
适用范围:单位行动
May enhance a religion
适用范围:单位行动
Can transform to [unit]
默认消耗所有移动力
示例:"Can transform to [Musketman]"
适用范围:单位行动
单位 Uniques
可以添加到 单位、单位类型或晋升中的 Uniques
[relativeAmount]% Yield from pillaging tiles
示例:"[+20]% Yield from pillaging tiles"
适用范围:全局, Unit
[relativeAmount]% Health from pillaging tiles
示例:"[+20]% Health from pillaging tiles"
适用范围:全局, Unit
[relativeAmount]% construction time for [improvementFilter] improvements
示例:"[+20]% construction time for [All Road] improvements"
适用范围:全局, Unit
Can build [improvementFilter] improvements at a [relativeAmount]% rate
示例:"Can build [All Road] improvements at a [+20]% rate"
适用范围:全局, Unit
[relativeAmount]% Gold from Great Merchant trade missions
示例:"[+20]% Gold from Great Merchant trade missions"
适用范围:全局, Unit
Great General provides double combat bonus
适用范围:全局, Unit
Consumes [amount] [resource]
示例:"Consumes [3] [Iron]"
适用范围:建筑, 单位, 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 unique 的效果可被 <(modified by game speed)> 修改
适用范围:建筑, 单位, Improvement
Unbuildable
Blocks from being built, possibly by conditional. However it can still appear in the menu and be bought with other means such as Gold or Faith
适用范围:建筑, 单位, Improvement
Cannot be purchased
适用范围:Building、单位
Can be purchased with [stat] [cityFilter]
示例:"Can be purchased with [Culture] [in all cities]"
适用范围:Building、单位
Can be purchased for [amount] [stat] [cityFilter]
示例:"Can be purchased for [3] [Culture] [in all cities]"
适用范围:Building、单位
Limited to [amount] per Civilization
示例:"Limited to [3] per Civilization"
适用范围:Building、单位
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Excess Food converted to Production when under construction
适用范围:Building、单位
Requires at least [amount] population
示例:"Requires at least [3] population"
适用范围:Building、单位
Triggers a global alert upon build start
适用范围:Building、单位
Triggers a global alert upon completion
适用范围:Building、单位
Cost increases by [amount] per owned city
示例:"Cost increases by [3] per owned city"
适用范围:Building、单位
Cost increases by [amount] when built
示例:"Cost increases by [3] when built"
适用范围:Building、单位
[amount]% production cost
Intended to be used with conditionals to dynamically alter construction costs. 多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[3]% production cost"
适用范围:Building、单位
Can only be built
Meant to be used together with conditionals, like "Can only be built <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also NOT block Upgrade and Transform actions. See also OnlyAvailable.
适用范围:Building、单位
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 unique 对用户自动隐藏。
适用范围:Unit
[relativeAmount]% Strength
多个加成叠加相加: +50% + +50% = +100%
示例:"[+20]% Strength"
适用范围:全局, Unit
[relativeAmount] Strength
示例:"[+20] Strength"
适用范围:全局, Unit
[relativeAmount]% Strength decreasing with distance from the capital
示例:"[+20]% Strength decreasing with distance from the capital"
适用范围:全局, Unit
[relativeAmount]% to Flank Attack bonuses
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% to Flank Attack bonuses"
适用范围:全局, 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
[amount] additional attacks per turn
示例:"[3] additional attacks per turn"
适用范围:全局, Unit
[amount] Movement
示例:"[3] Movement"
适用范围:全局, Unit
[amount] Sight
示例:"[3] Sight"
适用范围:全局, 单位, 地形, Improvement
[amount] Range
示例:"[3] Range"
适用范围:全局, Unit
[relativeAmount] Air Interception Range
示例:"[+20] Air Interception Range"
适用范围:全局, Unit
[amount] HP,当恢复时
示例:"[3] HP,当恢复时"
适用范围:全局, Unit
[relativeAmount]% Spread Religion Strength
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Spread Religion Strength"
适用范围:全局, 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:全局, 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:全局, Unit
Nuclear weapon of Strength [amount]
示例:"Nuclear weapon of Strength [3]"
适用范围:Unit
无防御地形加成
适用范围:全局, Unit
无防御地形惩罚
适用范围:全局, Unit
受伤单位无伤害惩罚
适用范围:全局, Unit
Uncapturable
适用范围:Unit
Withdraws before melee combat
适用范围:Unit
无法占领城市
适用范围:全局, Unit
Unable to pillage tiles
适用范围:全局, Unit
Destroys [cityFilter] cities instead of capturing
The unit will destroy [cityFilter] cities instead of capturing them, also allows non-melee 单位 to destroy cities.Capital cities (including city states) are immune to this effect.
示例:"Destroys [in all cities] cities instead of capturing"
适用范围:Unit
掠夺无移动力成本
适用范围:全局, 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
可以在友好领土外恢复
适用范围:全局, Unit
所有恢复效果翻倍
适用范围:全局, Unit
恢复 [amount] 伤害,如果它杀死了一个单位
示例:"恢复 [3] 伤害,如果它杀死了一个单位"
适用范围:全局, Unit
只能通过掠夺恢复
适用范围:全局, Unit
Unit will heal every turn, even if it performs an action
适用范围:Unit
所有相邻单位恢复 [amount] HP,当恢复时
示例:"所有相邻单位恢复 [3] HP,当恢复时"
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
对于建筑,支持使用 Air 作为 mapUnitFilter 来增加城市空中单位容量。
示例:"Can carry [3] extra [Wounded] units"
适用范围:Building、单位
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
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% maintenance costs"
适用范围:全局, Unit
[relativeAmount]% Gold cost of upgrading
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% Gold cost of upgrading"
适用范围:全局, 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:全局, 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:全局, 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:全局, 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:全局, Unit
[relativeAmount]% XP gained from combat
多个加成叠加相乘: +50% + +50% = x1.5 * x1.5 = +125%
示例:"[+20]% XP gained from combat"
适用范围:全局, 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:全局, Unit
Invisible to others
适用范围:Unit
Invisible to non-adjacent units
适用范围:Unit
可以看到隐形的 [mapUnitFilter] units
示例:"可以看到隐形的 [Wounded] units"
适用范围:Unit
可以升级到 [unit] 通过类似废墟的效果
示例:"可以升级到 [Musketman] 通过类似废墟的效果"
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
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
Double movement in [terrainFilter]
示例:"Double movement in [Fresh Water]"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
All tiles cost 1 movement
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
May travel on Water tiles without embarking
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
Can pass through impassable tiles
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
Ignores terrain cost
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
Ignores Zone of Control
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
Rough terrain penalty
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
Can enter ice tiles
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
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
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
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"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:Unit
[nonNegativeAmount] Movement point cost to disembark
示例:"[3] Movement point cost to disembark"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:全局, Unit
[nonNegativeAmount] Movement point cost to embark
示例:"[3] Movement point cost to embark"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
适用范围:全局, Unit
Never appears as a Barbarian unit
此 unique 对用户自动隐藏。
适用范围:Unit
Religious Unit
适用范围:Unit
Spaceship part
适用范围:Building、单位
Takes your religion over the one in their birth city
适用范围:Unit
伟人 - [comment]
示例:"伟人 - [comment]"
适用范围:Unit
属于伟人组 [comment]
Great people in the same group increase teach other's costs when gained. Gaining one will make all others in the same group cost more GPP.
示例:"属于伟人组 [comment]"
适用范围:Unit
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Shown while unbuilable
此 unique 对用户自动隐藏。
适用范围:Building、单位
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
单位类型 Uniques
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
晋升 Uniques
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Not shown on world screen
此 unique 对用户自动隐藏。
适用范围:晋升, 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 unique 对用户自动隐藏。
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑、晋升, 事件选择
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
地形 Uniques
[stats]
示例:"[+1 Gold, +2 Production]"
适用范围:全局, 地形, Improvement
[amount] Sight
示例:"[3] Sight"
适用范围:全局, 单位, 地形, Improvement
Must be adjacent to [amount] [simpleTerrain] tiles
示例:"Must be adjacent to [3] [Elevated] tiles"
此 unique 对用户自动隐藏。
适用范围:Terrain
Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
示例:"Must be adjacent to [3] to [3] [Elevated] tiles"
此 unique 对用户自动隐藏。
适用范围:Terrain
Must not be on [amount] largest landmasses
示例:"Must not be on [3] largest landmasses"
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Must be on [amount] largest landmasses
示例:"Must be on [3] largest landmasses"
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
示例:"Occurs on latitudes from [3] to [3] percent of distance equator to pole"
此 unique 对用户自动隐藏。
适用范围:Terrain
Occurs in groups of [amount] to [amount] tiles
示例:"Occurs in groups of [3] to [3] tiles"
此 unique 对用户自动隐藏。
适用范围:Terrain
Neighboring tiles will convert to [baseTerrain/terrainFeature]
支持仅需要地块作为上下文而不需要其他内容的条件,如 <with [n]% chance>,并按邻居应用它们。
如果您的模组重命名了海岸或湖泊,请勿将这些作为参数使用,因为防止工件的代码将不起作用。
示例:"Neighboring tiles will convert to [Grassland]"
此 unique 对用户自动隐藏。
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
在此地形上结束回合的单位受到 [amount] 伤害
示例:"Units ending their turn on this terrain take [3] damage"
出于性能考虑,此 unique 已缓存,因此可能在回合内更改的条件可能不起作用。
此 unique 不支持条件。
适用范围:Terrain
Grants [promotion] ([comment]) to adjacent [mapUnitFilter] 单位 for the rest of the game
示例:"Grants [Shock I] ([comment]) to adjacent [Wounded] 单位 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
砍伐时为最近城市提供一次性的 [stats] 加成
示例:"Provides a one-time bonus of [+1 Gold, +2 Production] to the closest city when cut down"
此 unique 的效果可被 <(modified by game speed)> 修改
This unique's effect can be modified with <(modified by game progress up to [relativeAmount]%)>
适用范围:Terrain
Vegetation
此 unique 对用户自动隐藏。
适用范围:地形, Improvement
Tile provides yield without assigned population
适用范围:地形, Improvement
Nullifies all other stats this tile provides
适用范围:Terrain
此地块上只能建造 [improvementFilter] 改良设施
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 unique 对用户自动隐藏。
适用范围:Terrain
[amount] to Fertility for Map Generation
示例:"[3] to Fertility for Map Generation"
此 unique 对用户自动隐藏。
适用范围:Terrain
A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]
示例:"A Region is formed with at least [3]% [Elevated] tiles, with priority [3]"
此 unique 对用户自动隐藏。
适用范围:Terrain
A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]
示例:"A Region is formed with at least [3]% [Elevated] tiles and [Elevated] tiles, with priority [3]"
此 unique 对用户自动隐藏。
适用范围:Terrain
A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles
示例:"A Region can not contain more [Elevated] tiles than [Elevated] tiles"
此 unique 对用户自动隐藏。
适用范围:Terrain
Base Terrain on this tile is not counted for Region determination
此 unique 对用户自动隐藏。
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 unique 对用户自动隐藏。
适用范围:Terrain
Never receives any resources
此 unique 对用户自动隐藏。
适用范围:Terrain
Becomes [terrainName] when adjacent to [terrainFilter]
示例:"Becomes [Forest] when adjacent to [Fresh Water]"
此 unique 对用户自动隐藏。
适用范围:Terrain
Considered [terrainQuality] when determining start locations
示例:"Considered [Undesirable] when determining start locations"
此 unique 对用户自动隐藏。
适用范围:Terrain
Doesn't generate naturally
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Occurs at temperature between [fraction] and [fraction] and humidity between [fraction] and [fraction]
示例:"Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Occurs in chains at high elevations
此 unique 对用户自动隐藏。
适用范围:Terrain
Occurs in groups around high elevations
此 unique 对用户自动隐藏。
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 unique 对用户自动隐藏。
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
Excluded from map editor
此 unique 对用户自动隐藏。
适用范围:Nation、地形、改良设施、资源
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Suppress warning [validationWarning]
允许抑制特定的验证警告。错误、弃用警告或关于无类型和非过滤 uniques 的警告应予以注意,而不是抑制,因此不予接受。 Note that this can be used in 模组选项, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. 即使在修饰符情况下,您也需要指定警告文本的足够选择性部分作为参数。
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 unique 不支持条件。
此 unique 对用户自动隐藏。
适用范围:可触发、地形、游戏速度, 模组选项, 元修饰符
改良 Uniques
[stats]
示例:"[+1 Gold, +2 Production]"
适用范围:全局, 地形, Improvement
Consumes [amount] [resource]
示例:"Consumes [3] [Iron]"
适用范围:建筑, 单位, Improvement
Provides [amount] [resource]
示例:"Provides [3] [Iron]"
适用范围:全局, 追随者信仰、改良设施
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 unique 的效果可被 <(modified by game speed)> 修改
适用范围:建筑, 单位, Improvement
Unbuildable
Blocks from being built, possibly by conditional. However it can still appear in the menu and be bought with other means such as Gold or Faith
适用范围:建筑, 单位, Improvement
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Must be next to [tileFilter]
示例:"Must be next to [Farm]"
适用范围:Building、改良设施
Obsolete with [tech]
示例:"Obsolete with [Agriculture]"
适用范围:Building、改良设施、资源
[amount] Sight
示例:"[3] Sight"
适用范围:全局, 单位, 地形, Improvement
Vegetation
此 unique 对用户自动隐藏。
适用范围:地形, Improvement
Tile provides yield without assigned population
适用范围:地形, Improvement
Excluded from map editor
此 unique 对用户自动隐藏。
适用范围:Nation、地形、改良设施、资源
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
Unpillagable
适用范围:Improvement
Pillaging this improvement yields approximately [stats]
示例:"Pillaging this improvement yields approximately [+1 Gold, +2 Production]"
此 unique 的效果可被 <(modified by game speed)> 修改
This unique's effect can be modified with <(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 unique 的效果可被 <(modified by game speed)> 修改
This unique's effect can be modified with <(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
这是作为资源的 improvedBy 字段的替代方案。结果将在加载游戏时缓存在资源定义中,而不知道地形、城市、文明、单位或时间。因此,大多数条件将不起作用,只有那些不依赖于游戏状态的条件才会起作用。
示例:"Improves [Strategic] resource in this tile"
此 unique 不支持条件。
适用范围:Improvement
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
资源 Uniques
Obsolete with [tech]
示例:"Obsolete with [Agriculture]"
适用范围:Building、改良设施、资源
Must not be on [amount] largest landmasses
示例:"Must not be on [3] largest landmasses"
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Must be on [amount] largest landmasses
示例:"Must be on [3] largest landmasses"
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Doesn't generate naturally
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Occurs at temperature between [fraction] and [fraction] and humidity between [fraction] and [fraction]
示例:"Occurs at temperature between [0.5] and [0.5] and humidity between [0.5] and [0.5]"
此 unique 对用户自动隐藏。
适用范围:地形, Resource
Excluded from map editor
此 unique 对用户自动隐藏。
适用范围:Nation、地形、改良设施、资源
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,而不是在给定时刻有一组生产者和消费者。The current stockpiled amount can be affected with trigger uniques.
适用范围:Resource
City-level resource
此资源是按城市级别计算的,而不是按文明级别计算
适用范围:Resource
Cannot be traded
适用范围:Resource
Not shown on world screen
此 unique 对用户自动隐藏。
适用范围:晋升, Resource
Generated with weight [amount]
选择此资源的概率是 (此资源权重) / (所有合格资源的权重总和)。没有 unique 的资源的权重为 1
示例:"Generated with weight [3]"
此 unique 对用户自动隐藏。
适用范围:Resource
Minor deposits generated with weight [amount]
选择此资源的概率是 (此资源权重) / (所有合格资源的权重总和)。没有 unique 的资源不会作为小型矿床生成。
示例:"Minor deposits generated with weight [3]"
此 unique 对用户自动隐藏。
适用范围:Resource
Generated near City States with weight [amount]
The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). 只能分配给奢侈品,没有 unique 的资源的权重为 1
示例:"Generated near City States with weight [3]"
此 unique 对用户自动隐藏。
适用范围:Resource
Special placement during map generation
此 unique 对用户自动隐藏。
适用范围:Resource
Generated on every [amount] tiles
示例:"Generated on every [3] tiles"
此 unique 对用户自动隐藏。
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 unique 对用户自动隐藏。
适用范围:Resource
AI will buy at [amount] Gold
示例:"AI will buy at [3] Gold"
此 unique 对用户自动隐藏。
适用范围:Resource
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
遗迹 Uniques
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
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 [positiveAmount] tiles away with [positiveAmount]% 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
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
游戏速度 Uniques
游戏速度 Uniques 将被视为游戏中选择的游戏速度的 全局 Uniques(GlobalUniques)的一部分
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Suppress warning [validationWarning]
允许抑制特定的验证警告。错误、弃用警告或关于无类型和非过滤 uniques 的警告应予以注意,而不是抑制,因此不予接受。 Note that this can be used in 模组选项, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. 即使在修饰符情况下,您也需要指定警告文本的足够选择性部分作为参数。
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 unique 不支持条件。
此 unique 对用户自动隐藏。
适用范围:可触发、地形、游戏速度, 模组选项, 元修饰符
难度 Uniques
难度 Uniques 将被视为游戏中选择的难度的 全局 Uniques(GlobalUniques)的一部分
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
教程 Uniques
城邦 Uniques
Provides military units every ≈[positiveAmount] turns
示例:"Provides military units every ≈[3] turns"
适用范围:城邦
Provides a unique luxury
适用范围:城邦
模组选项 Uniques
Diplomatic relationships cannot change
此 unique 不支持条件。
适用范围:模组选项
Can convert gold to science with sliders
此 unique 不支持条件。
适用范围:模组选项
Allow City States to spawn with additional units
此 unique 不支持条件。
适用范围:模组选项
Can trade civilization introductions for [positiveAmount] Gold
示例:"Can trade civilization introductions for [3] Gold"
此 unique 不支持条件。
适用范围:模组选项
Disable religion
此 unique 不支持条件。
适用范围:模组选项
Can only start games from the starting era
In this case, 'starting era' means the first defined Era in the entire ruleset.
此 unique 不支持条件。
适用范围:模组选项
Allow raze capital
此 unique 不支持条件。
适用范围:模组选项
Allow raze holy city
此 unique 不支持条件。
适用范围:模组选项
Allow cities to claim tiles
此 unique 不支持条件。
适用范围:模组选项
Suppress warning [validationWarning]
允许抑制特定的验证警告。错误、弃用警告或关于无类型和非过滤 uniques 的警告应予以注意,而不是抑制,因此不予接受。 Note that this can be used in 模组选项, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. 即使在修饰符情况下,您也需要指定警告文本的足够选择性部分作为参数。
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 unique 不支持条件。
此 unique 对用户自动隐藏。
适用范围:可触发、地形、游戏速度, 模组选项, 元修饰符
Mod is incompatible with [modFilter]
Specifies that your Mod is incompatible with another. Always treated symmetrically, and cannot be overridden by the Mod you are declaring as incompatible.
示例:"Mod is incompatible with [DeCiv Redux]"
此 unique 不支持条件。
适用范围:模组选项
Mod requires [modFilter]
Specifies that your Extension Mod is only available if any other Mod matching the filter is active.
Multiple copies of this Unique cannot be used to specify alternatives, they work as 'and' logic. If you need alternates and wildcards can't filter them well enough, please open an issue.
示例:"Mod requires [DeCiv Redux]"
此 unique 不支持条件。
适用范围:模组选项
Should only be used as permanent audiovisual mod
此 unique 不支持条件。
适用范围:模组选项
Can be used as permanent audiovisual mod
此 unique 不支持条件。
适用范围:模组选项
Cannot be used as permanent audiovisual mod
此 unique 不支持条件。
适用范围:模组选项
Mod preselects map [comment]
Only meaningful for Mods containing several maps. When this mod is selected on the new game screen's custom maps mod dropdown, the named map will be selected on the map dropdown. Also disables selection by recently modified. Case insensitive.
示例:"Mod preselects map [comment]"
此 unique 不支持条件。
适用范围:模组选项
事件 Uniques
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
事件选择 Uniques
Only available
Meant to be used together with conditionals, like "Only available <after adopting [policy]> <while the empire is happy>". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
Unavailable
Meant to be used together with conditionals, like "Unavailable <after generating a Great Prophet>".
适用范围:科技, 政策, 建筑, 单位, Promotion、改良设施、遗迹、事件, 事件选择
[relativeAmount]% weight to this choice for AI decisions
示例:"[+20]% weight to this choice for AI decisions"
此 unique 对用户自动隐藏。
适用范围:科技, 政策, 创立者信仰, 追随者信仰、建筑、晋升, 事件选择
Will not be displayed in Civilopedia
此 unique 对用户自动隐藏。
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
Comment [comment]
允许在 Unique 列表中显示任意文本。仅 '[]' 括号内的文本将被显示,其余部分用于允许规则集验证识别意图。
示例:"Comment [comment]"
适用范围:民族, 科技, 政策, 创立者信仰, 追随者信仰、建筑, 单位, 单位类型、晋升、地形、改良设施、资源、遗迹、游戏速度、难度, 事件选择
条件 Uniques
可以添加到其他 uniques 以限制其何时激活的修饰符
<every [positiveAmount] turns>
示例:"<every [3] turns>"
适用范围:条件
<before turn number [nonNegativeAmount]>
示例:"<before turn number [3]>"
适用范围:条件
<after turn number [nonNegativeAmount]>
示例:"<after turn number [3]>"
适用范围:条件
<on [speed] game speed>
示例:"<on [Quick] game speed>"
适用范围:条件
<on [difficulty] difficulty>
示例:"<on [Prince] difficulty>"
适用范围:条件
<on [difficulty] difficulty or higher>
示例:"<on [Prince] difficulty or higher>"
适用范围:条件
<on [difficulty] difficulty or lower>
示例:"<on [Prince] difficulty or lower>"
适用范围:条件
<when [victoryType] Victory is enabled>
示例:"<when [Domination] Victory is enabled>"
适用范围:条件
<when [victoryType] Victory is disabled>
示例:"<when [Domination] Victory is disabled>"
适用范围:条件
<when religion is enabled>
适用范围:条件
<when religion is disabled>
适用范围:条件
<when espionage is enabled>
适用范围:条件
<when espionage is disabled>
适用范围:条件
<when nuclear weapons are enabled>
适用范围:条件
<when nuclear weapons are disabled>
适用范围:条件
<with [nonNegativeAmount]% chance>
示例:"<with [3]% chance>"
适用范围:条件
<if tutorials are enabled>
此 unique 对用户自动隐藏。
适用范围:条件
<if tutorial [comment] is completed>
示例:"<if tutorial [comment] is completed>"
此 unique 对用户自动隐藏。
适用范围:条件
<for [civFilter] Civilizations>
示例:"<for [City States] Civilizations>"
适用范围:条件
<when at war>
适用范围:条件
<when not at war>
适用范围:条件
<during a Golden Age>
适用范围:条件
<when not in a Golden Age>
适用范围:条件
<during We Love The King Day>
适用范围:条件
<while the empire is happy>
适用范围:条件
<during the [era]>
示例:"<during the [Ancient era]>"
适用范围:条件
<before the [era]>
示例:"<before the [Ancient era]>"
适用范围:条件
<starting from the [era]>
示例:"<starting from the [Ancient era]>"
适用范围:条件
<if starting in the [era]>
示例:"<if starting in the [Ancient era]>"
适用范围:条件
<if no other Civilization has researched this>
适用范围:条件
<after discovering [techFilter]>
示例:"<after discovering [Agriculture]>"
适用范围:条件
<before discovering [techFilter]>
示例:"<before discovering [Agriculture]>"
适用范围:条件
<while researching [techFilter]>
This condition is fulfilled while the technology is actively being researched (it is the one research points are added to)
示例:"<while researching [Agriculture]>"
适用范围:条件
<if no other Civilization has adopted this>
适用范围:条件
<if no Civilization has adopted [policy/belief]>
示例:"<if no Civilization has adopted [Oligarchy]>"
适用范围:条件
<after adopting [policy/belief]>
示例:"<after adopting [Oligarchy]>"
适用范围:条件
<before adopting [policy/belief]>
示例:"<before adopting [Oligarchy]>"
适用范围:条件
<before founding a Pantheon>
适用范围:条件
<after founding a Pantheon>
适用范围:条件
<before founding a religion>
适用范围:条件
<after founding a religion>
适用范围:条件
<before enhancing a religion>
适用范围:条件
<after enhancing a religion>
适用范围:条件
<after generating a Great Prophet>
适用范围:条件
<if [buildingFilter] is constructed>
示例:"<if [Culture] is constructed>"
适用范围:条件
<if [buildingFilter] is not constructed>
示例:"<if [Culture] is not constructed>"
适用范围:条件
<if [buildingFilter] is constructed in all [cityFilter] cities>
示例:"<if [Culture] is constructed in all [in all cities] cities>"
适用范围:条件
<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:条件
<if [buildingFilter] is constructed by anybody>
示例:"<if [Culture] is constructed by anybody>"
适用范围:条件
<if [buildingFilter] is not constructed by anybody>
示例:"<if [Culture] is not constructed by anybody>"
适用范围:条件
<with [resource]>
示例:"<with [Iron]>"
适用范围:条件
<without [resource]>
示例:"<without [Iron]>"
适用范围:条件
<when above [amount] [stat/resource]>
属性指的是累积属性,而不是每回合属性。因此,不支持幸福度——为此请使用 .当幸福度高于 [amount] 时.
示例:"<when above [3] [Culture]>"
此 unique 的效果可被 <(modified by game speed)> 修改
适用范围:条件
<when below [amount] [stat/resource]>
Stats refers to the accumulated stat, not stat-per-turn. Therefore, does not support Happiness - for that use 'when below [amount] Happiness'
示例:"<when below [3] [Culture]>"
此 unique 的效果可被 <(modified by game speed)> 修改
适用范围:条件
<when between [amount] and [amount] [stat/resource]>
Stats refers to the accumulated stat, not stat-per-turn. Therefore, does not support Happiness. 'between' 是包含的——因此 'between 1 and 5' 包含 1 和 5。
示例:"<when between [3] and [3] [Culture]>"
此 unique 的效果可被 <(modified by game speed)> 修改
适用范围:条件
<in this city>
适用范围:条件
<in [cityFilter] cities>
示例:"<in [in all cities] cities>"
适用范围:条件
<in cities connected to the capital>
适用范围:条件
<in cities with a [religionFilter] religion>
示例:"<in cities with a [major] religion>"
适用范围:条件
<in cities not following a [religionFilter] religion>
示例:"<in cities not following a [major] religion>"
适用范围:条件
<in cities with a major religion>
适用范围:条件
<in cities with an enhanced religion>
适用范围:条件
<in cities following our religion>
适用范围:条件
<in cities with a [buildingFilter]>
示例:"<in cities with a [Culture]>"
适用范围:条件
<in cities without a [buildingFilter]>
示例:"<in cities without a [Culture]>"
适用范围:条件
<in cities with at least [positiveAmount] [populationFilter]>
示例:"<in cities with at least [3] [Followers of this Religion]>"
适用范围:条件
<in cities with [positiveAmount] [populationFilter]>
示例:"<in cities with [3] [Followers of this Religion]>"
适用范围:条件
<in cities with between [amount] and [amount] [populationFilter]>
'between' 是包含的——因此 '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:条件
<in cities with less than [amount] [populationFilter]>
示例:"<in cities with less than [3] [Followers of this Religion]>"
适用范围:条件
<with a garrison>
适用范围:条件
<for [mapUnitFilter] units>
示例:"<for [Wounded] units>"
适用范围:条件
<when [mapUnitFilter]>
示例:"<when [Wounded]>"
适用范围:条件
<for units with [promotion]>
也适用于具有临时状态的单位
示例:"<for units with [Shock I]>"
适用范围:条件
<for units without [promotion]>
也适用于具有临时状态的单位
示例:"<for units without [Shock I]>"
适用范围:条件
<vs cities>
适用范围:条件
<vs [mapUnitFilter] units>
示例:"<vs [Wounded] units>"
适用范围:条件
<vs [combatantFilter]>
示例:"<vs [City]>"
适用范围:条件
<when fighting units from a Civilization with more Cities than you>
适用范围:条件
<when attacking>
适用范围:条件
<when defending>
适用范围:条件
<when fighting in [tileFilter] tiles>
示例:"<when fighting in [Farm] tiles>"
适用范围:条件
<on foreign continents>
适用范围:条件
<when adjacent to a [mapUnitFilter] unit>
示例:"<when adjacent to a [Wounded] unit>"
适用范围:条件
<when above [positiveAmount] HP>
示例:"<when above [3] HP>"
适用范围:条件
<when below [positiveAmount] HP>
示例:"<when below [3] HP>"
适用范围:条件
<if it hasn't used other actions yet>
适用范围:条件
<when stacked with a [mapUnitFilter] unit>
示例:"<when stacked with a [Wounded] unit>"
适用范围:条件
<when not stacked with a [mapUnitFilter] unit>
示例:"<when not stacked with a [Wounded] unit>"
适用范围:条件
<with [nonNegativeAmount] to [nonNegativeAmount] neighboring [tileFilter] tiles>
示例:"<with [3] to [3] neighboring [Farm] tiles>"
适用范围:条件
<in [tileFilter] tiles>
示例:"<in [Farm] tiles>"
适用范围:条件
<in tiles without [tileFilter]>
示例:"<in tiles without [Farm]>"
适用范围:条件
<within [positiveAmount] tiles of a [tileFilter]>
示例:"<within [3] tiles of a [Farm]>"
适用范围:条件
<in tiles adjacent to [tileFilter] tiles>
示例:"<in tiles adjacent to [Farm] tiles>"
适用范围:条件
<in tiles not adjacent to [tileFilter] tiles>
示例:"<in tiles not adjacent to [Farm] tiles>"
适用范围:条件
<on water maps>
适用范围:条件
<in [regionType] Regions>
示例:"<in [Hybrid] Regions>"
适用范围:条件
<in all except [regionType] Regions>
示例:"<in all except [Hybrid] Regions>"
适用范围:条件
<when number of [countable] is equal to [countable]>
示例:"<when number of [1000] is equal to [1000]>"
适用范围:条件
<when number of [countable] is different than [countable]>
示例:"<when number of [1000] is different than [1000]>"
适用范围:条件
<when number of [countable] is more than [countable]>
示例:"<when number of [1000] is more than [1000]>"
适用范围:条件
<when number of [countable] is less than [countable]>
示例:"<when number of [1000] is less than [1000]>"
适用范围:条件
<when number of [countable] is between [countable] and [countable]>
'between' 是包含的——因此 'between 1 and 5' 包含 1 和 5。
示例:"<when number of [1000] is between [1000] and [1000]>"
适用范围:条件
<when carried by [mapUnitFilter] units>
示例:"<when carried by [Wounded] units>"
适用范围:条件
<if [modFilter] is enabled>
示例:"<if [DeCiv Redux] is enabled>"
适用范围:条件
<if [modFilter] is not enabled>
示例:"<if [DeCiv Redux] is not enabled>"
适用范围:条件
触发条件 Uniques
特殊条件,可以添加到 可触发的 Uniques(Triggered uniques)中,使其在特定行动时激活。
<upon discovering [techFilter] technology>
示例:"<upon discovering [Agriculture] technology>"
适用范围:触发条件
<upon entering the [era]>
示例:"<upon entering the [Ancient era]>"
适用范围:触发条件
<upon entering a new era>
适用范围:触发条件
<upon adopting [policy/belief]>
示例:"<upon adopting [Oligarchy]>"
适用范围:触发条件
<upon declaring war on [civFilter] Civilizations>
示例:"<upon declaring war on [City States] Civilizations>"
适用范围:触发条件
<upon being declared war on by [civFilter] Civilizations>
示例:"<upon being declared war on by [City States] Civilizations>"
适用范围:触发条件
<upon entering a war with [civFilter] Civilizations>
示例:"<upon entering a war with [City States] Civilizations>"
适用范围:触发条件
<upon declaring friendship>
适用范围:触发条件
<upon declaring a defensive pact>
适用范围:触发条件
<upon entering a Golden Age>
适用范围:触发条件
<upon ending a Golden Age>
适用范围:触发条件
<upon conquering a city>
适用范围:触发条件、单位触发条件
<upon losing a city>
适用范围:触发条件
<upon founding a city>
适用范围:触发条件
<upon building a [improvementFilter] improvement>
示例:"<upon building a [All Road] improvement>"
适用范围:触发条件、单位触发条件
<upon discovering a Natural Wonder>
适用范围:触发条件
<upon constructing [buildingFilter]>
示例:"<upon constructing [Culture]>"
适用范围:触发条件
<upon constructing [buildingFilter] [cityFilter]>
示例:"<upon constructing [Culture] [in all cities]>"
适用范围:触发条件
<upon gaining a [baseUnitFilter] unit>
示例:"<upon gaining a [Melee] unit>"
适用范围:触发条件
<upon turn end>
适用范围:触发条件、单位触发条件
<upon turn start>
适用范围:触发条件、单位触发条件
<upon founding a Pantheon>
适用范围:触发条件
<upon founding a Religion>
适用范围:触发条件
<upon enhancing a Religion>
适用范围:触发条件
<upon expending a [mapUnitFilter] unit>
示例:"<upon expending a [Wounded] unit>"
适用范围:触发条件
单位触发条件 Uniques
特殊条件,可以添加到 单位可触发的 Uniques(Unit-triggered uniques)中,使其在特定行动时激活。
<upon conquering a city>
适用范围:触发条件、单位触发条件
<upon building a [improvementFilter] improvement>
示例:"<upon building a [All Road] improvement>"
适用范围:触发条件、单位触发条件
<upon turn end>
适用范围:触发条件、单位触发条件
<upon turn start>
适用范围:触发条件、单位触发条件
<upon entering combat>
适用范围:Unit触发条件
<upon damaging a [mapUnitFilter] unit>
可以将触发器应用于受伤单位,方法是将第一个参数设置为'Target Unit'
示例:"<upon damaging a [Wounded] unit>"
适用范围:Unit触发条件
<upon defeating a [mapUnitFilter] unit>
示例:"<upon defeating a [Wounded] unit>"
适用范围:Unit触发条件
<upon being defeated>
适用范围:Unit触发条件
<upon being promoted>
适用范围:Unit触发条件
<upon gaining the [promotion] promotion>
示例:"<upon gaining the [Shock I] promotion>"
适用范围:Unit触发条件
<upon losing the [promotion] promotion>
示例:"<upon losing the [Shock I] promotion>"
适用范围:Unit触发条件
<upon gaining the [promotion] status>
示例:"<upon gaining the [Shock I] status>"
适用范围:Unit触发条件
<upon losing the [promotion] status>
示例:"<upon losing the [Shock I] status>"
适用范围:Unit触发条件
<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:Unit触发条件
<upon ending a turn in a [tileFilter] tile>
示例:"<upon ending a turn in a [Farm] tile>"
适用范围:Unit触发条件
<upon discovering a [tileFilter] tile>
示例:"<upon discovering a [Farm] tile>"
适用范围:Unit触发条件
<upon entering a [tileFilter] tile>
示例:"<upon entering a [Farm] tile>"
适用范围:Unit触发条件
单位行动修饰符 Uniques
可以添加到 单位行动 uniques 作为条件的修饰符
<by consuming this unit>
适用范围:单位行动Modifier
<for [amount] movement>
执行时最多消耗 [amount] 移动力
示例:"<for [3] movement>"
适用范围:单位行动Modifier
<for all movement>
执行时消耗所有移动力
适用范围:单位行动Modifier
<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:单位行动Modifier
<costs [stats] stats>
正整数值将从您的库存中减去。食物和生产力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:单位行动Modifier
<costs [amount] [stockpiledResource]>
A positive Integer value will be subtracted from your stock. Do not confuse with "Costs [amount] [stockpiledResource]" (uppercase 'C') for Improvements、建筑s, and Units.
示例:"<costs [3] [Mana]>"
适用范围:单位行动Modifier
<removing the [promotion] promotion/status>
从单位移除晋升/状态——这不是成本,即使没有晋升/状态,单位也能激活该行动。要限制,请使用 <带有 [promotion] 晋升> 条件
示例:"<removing the [Shock I] promotion/status>"
适用范围:单位行动Modifier
<once>
适用范围:单位行动Modifier
<[positiveAmount] times>
示例:"<[3] times>"
适用范围:单位行动Modifier
<[nonNegativeAmount] additional time(s)>
示例:"<[3] additional time(s)>"
适用范围:单位行动Modifier
<after which this unit is consumed>
适用范围:单位行动Modifier
元修饰符 Uniques
可以添加到其他 uniques 以改变用户体验,而不是其行为的修饰符
<for [nonNegativeAmount] turns>
将此 unique 转换为触发器,作为全局 unique 激活此 unique 若干回合
示例:"<for [3] turns>"
适用范围:元修饰符
<hidden from users>
适用范围:元修饰符
<for every [countable]>
仅适用于正数
示例:"<for every [1000]>"
适用范围:元修饰符
<for every adjacent [tileFilter]>
仅适用于正数
示例:"<for every adjacent [Farm]>"
适用范围:元修饰符
<for every [positiveAmount] [countable]>
仅适用于正数
示例:"<for every [3] [1000]>"
适用范围:元修饰符
<(modified by game speed)>
只能应用于某些 uniques,具体情况请参阅每个 unique 的详细信息
适用范围:元修饰符
<(modified by game progress up to [relativeAmount]%)>
只能应用于某些 uniques,具体情况请参阅每个 unique 的详细信息
示例:"<(modified by game progress up to [+20]%)>"
适用范围:元修饰符
<Suppress warning [validationWarning]>
允许抑制特定的验证警告。错误、弃用警告或关于无类型和非过滤 uniques 的警告应予以注意,而不是抑制,因此不予接受。 Note that this can be used in 模组选项, in the uniques a warning is about, or as modifier on the unique triggering a warning - but you still need to be specific. 即使在修饰符情况下,您也需要指定警告文本的足够选择性部分作为参数。
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 unique 不支持条件。
此 unique 对用户自动隐藏。
适用范围:可触发、地形、游戏速度, 模组选项, 元修饰符
Unique 参数说明参考表
| 参数 | 说明 |
|---|---|
[amount] | 整数,可能有正负号,例如 2、+13 或 -3 |
[baseTerrain] | 根据 JSON 文件定义的任何基本地形的名称 |
[belief] | 任何信仰的名称 |
[beliefType] | 'Pantheon'(泛灵论)、'Follower'(追随者)、'Founder'(创立者)或 'Enhancer'(强化者) |
[buildingName] | 任何建筑的名称 |
[civWideStat] | 以下属性具有文明范围的字段:Gold(金币)、Science(科技)、Culture(文化)、Faith(信仰) |
[combatantFilter] | 指示战斗者,可以是单位或城市(轰炸时)。必须是 City 或 mapUnitFilter |
[costOrStrength] | Cost(成本)或 Strength(强度) |
[countable] | 指示数字或数值变量。可以在开发者控制台中使用 civ checkcountable 测试,例如 civ checkcountable "[Iron]+2" |
[difficulty] | 任何难度的名称 |
[era] | 任何时代的名称 |
[eraFilter] | 时代名称,any era(任何时代)、Starting Era(起始时代)、pre-[era]([时代]之前)、post-[era]([时代]之后) |
[event] | 任何事件的名称 |
[foundingOrEnhancing] | founding(建立)或 enhancing(强化) |
[fraction] | 指示分数,可以是负数 |
[improvementName] | 任何改良设施的名称,不包括 'Cancel improvement order' |
[leaderTitle] | 提供包含领袖名称的领袖头衔 |
[modFilter] | 模组名称(区分大小写)或简单的通配符过滤器(以星号开头和结尾,不区分大小写)。注意:必须使用 Unciv 显示的模组名称,而不是存储库名称。有一个影响连字符和前导/尾随空格的转换,请确保不要混淆 |
[nonNegativeAmount] | 非负整数,大于或等于零,'+' 号可选 |
[policy] | 任何政策的名称 |
[policyFilter] | 任何政策名称、过滤 Unique、任何分支(仅匹配分支本身)、附加 " Completed" 的分支名称(如果分支已完成则匹配),或作为 [branchName] branch 的政策分支(匹配该分支中的所有政策) |
[positiveAmount] | 正整数,大于零,'+' 号可选 |
[promotion] | 任何晋升的名称 |
[relativeAmount] | 数字,通常带有 + 或 - 号,例如 +25(此类参数通常后跟 '%',但 '%' 不属于值的一部分) |
[resource] | 任何资源的名称 |
[resourceFilter] | 资源名称、类型、'all'(所有),或资源 improvementStats 中列出的属性 |
[specialist] | 任何专家的名称 |
[speed] | 任何游戏速度的名称 |
[stat] | 游戏中的 7 个主要属性之一 - Gold(金币)、Science(科技)、Production(生产力)、Food(食物)、Happiness(快乐)、Culture(文化)和 Faith(信仰)。注意属性名称需要大写! |
[stats] | 例如:+2 Production, +3 Food。注意属性名称需要大写! |
[stockpile] | 任何储存资源的名称 |
[stockpiledResource] | 任何储存资源的名称 |
[tech] | 任何科技的名称 |
[terrainFeature] | 根据 JSON 文件定义的任何地形特征的名称 |
[tileFilter] | 任何可以在 improvementFilter 或 terrainFilter 中使用的内容都可以在这里使用,加上 'unimproved'(未改良) |
[unitNameGroup] | 在 UnitNameGroups.json 中找到的单位名称组名称,或其唯一标签 |
[unitTriggerTarget] | This Unit(此单位)或 Target Unit(目标单位) |
[unitType] | 可以是 'Land'(陆地)、'Water'(水域)、'Air'(空中)、任何单位类型、单位类型上的过滤 Unique,或这些的多重过滤器 |
[validationWarning] | 抑制一个特定的规则集验证警告。可以指定完整的文本(包括正确的大小写),也可以是以星号('*')开头和结尾的通配符不区分大小写的简单模式。如果在对象内或作为修饰符(非模组选项)使用抑制 unique,则可以省略通配符符号,因为由于范围有限,选择性更好 |
[victoryType] | 任何胜利类型的名称:'Cultural'(文化)、'Diplomatic'(外交)、'Domination'(统治)、'Scientific'(科技)、'Time'(时间)或您的模组 VictoryTypes.json 中的名称 |
提示:简单的参数说明如上。对于更复杂的参数说明,请参阅 Unique 参数类型详解。