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Provides military units every ≈[positiveAmount] turns =
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# Requires translation!
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Provides a unique luxury =
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# Requires translation!
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-
Military Units gifted from City-States start with [amount] XP =
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+
Military Units gifted from City-States start with [positiveAmount] XP =
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# Requires translation!
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-
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation =
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+
Militaristic City-States grant units [positiveAmount] times as fast when you are at war with a common nation =
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# Requires translation!
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Gifts of Gold to City-States generate [relativeAmount]% more Influence =
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# Requires translation!
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-
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
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+
Can spend Gold to annex or puppet a City-State that has been your Ally for [nonNegativeAmount] turns =
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# Requires translation!
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City-State territory always counts as friendly territory =
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# Requires translation!
@@ -3446,21 +3457,21 @@ Cannot build [baseUnitFilter] units =
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# Requires translation!
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Enables construction of Spaceship parts =
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# Requires translation!
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-
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount2]) =
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+
May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter] at an increasing price ([amount]) =
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# Requires translation!
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-
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount2]) =
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+
May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter] at an increasing price ([amount]) =
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# Requires translation!
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-
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] =
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+
May buy [baseUnitFilter] units for [nonNegativeAmount] [stat] [cityFilter] =
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# Requires translation!
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-
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] =
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+
May buy [buildingFilter] buildings for [nonNegativeAmount] [stat] [cityFilter] =
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# Requires translation!
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May buy [baseUnitFilter] units with [stat] [cityFilter] =
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# Requires translation!
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May buy [buildingFilter] buildings with [stat] [cityFilter] =
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# Requires translation!
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-
May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost =
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+
May buy [baseUnitFilter] units with [stat] for [nonNegativeAmount] times their normal Production cost =
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# Requires translation!
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-
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost =
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+
May buy [buildingFilter] buildings with [stat] for [nonNegativeAmount] times their normal Production cost =
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# Requires translation!
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[stat] cost of purchasing items in cities [relativeAmount]% =
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# Requires translation!
@@ -3516,7 +3527,7 @@ Once The Long Count activates, the year on the world screen displays as the trad
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# Requires translation!
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[amount] Unit Supply =
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# Requires translation!
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-
[amount] Unit Supply per [amount2] population [cityFilter] =
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+
[amount] Unit Supply per [positiveAmount] population [cityFilter] =
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# Requires translation!
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[amount] Unit Supply per city =
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# Requires translation!
@@ -3530,7 +3541,7 @@ Enables [mapUnitFilter] units to enter ocean tiles =
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# Requires translation!
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Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned =
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# Requires translation!
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-
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
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+
Enemy [mapUnitFilter] units must spend [positiveAmount] extra movement points when inside your territory =
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# Requires translation!
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New [baseUnitFilter] units start with [amount] XP [cityFilter] =
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# Requires translation!
@@ -3888,9 +3899,9 @@ May enter foreign tiles without open borders =
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# Requires translation!
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May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there =
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# Requires translation!
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-
[amount] Movement point cost to disembark =
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+
[nonNegativeAmount] Movement point cost to disembark =
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# Requires translation!
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-
[amount] Movement point cost to embark =
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+
[nonNegativeAmount] Movement point cost to embark =
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# Requires translation!
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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. =
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# Requires translation!
@@ -3912,7 +3923,7 @@ for [amount] movement =
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# Requires translation!
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for all movement =
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# Requires translation!
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-
requires [amount] movement =
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+
requires [nonNegativeAmount] movement =
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# Requires translation!
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costs [stats] stats =
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# Requires translation!
@@ -3922,9 +3933,9 @@ removing the [promotion] promotion/status =
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# Requires translation!
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once =
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# Requires translation!
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-
[amount]times =
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+
[positiveAmount]times =
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# Requires translation!
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-
[amount] additional time(s) =
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+
[nonNegativeAmount] additional time(s) =
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# Requires translation!
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after which this unit is consumed =
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# Requires translation!
@@ -4008,9 +4019,9 @@ Will not build [baseUnitFilter/buildingFilter] =
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# Requires translation!
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every [positiveAmount] turns =
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# Requires translation!
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-
before turn number [amount] =
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+
before turn number [nonNegativeAmount] =
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# Requires translation!
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-
after turn number [amount] =
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+
after turn number [nonNegativeAmount] =
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# Requires translation!
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on [speed] game speed =
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# Requires translation!
@@ -4030,7 +4041,7 @@ when espionage is disabled =
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# Requires translation!
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when nuclear weapons are enabled =
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# Requires translation!
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-
with [amount]% chance =
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+
with [nonNegativeAmount]% chance =
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# Requires translation!
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for [civFilter] Civilizations =
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# Requires translation!
@@ -4128,9 +4139,9 @@ in cities with a [buildingFilter] =
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# Requires translation!
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in cities without a [buildingFilter] =
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# Requires translation!
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-
in cities with at least [amount] [populationFilter] =
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+
in cities with at least [positiveAmount] [populationFilter] =
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# Requires translation!
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-
in cities with [amount] [populationFilter] =
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+
in cities with [positiveAmount] [populationFilter] =
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# Requires translation!
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in cities with between [amount] and [amount2] [populationFilter] =
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# Requires translation!
@@ -4162,19 +4173,19 @@ on foreign continents =
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# Requires translation!
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when adjacent to a [mapUnitFilter] unit =
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# Requires translation!
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-
when above [amount] HP =
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+
when above [positiveAmount] HP =
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# Requires translation!
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-
when below [amount] HP =
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+
when below [positiveAmount] HP =
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# Requires translation!
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if it hasn't used other actions yet =
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# Requires translation!
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-
with [amount] to [amount2] neighboring [tileFilter] tiles =
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+
with [nonNegativeAmount] to [nonNegativeAmount2] neighboring [tileFilter] tiles =
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# Requires translation!
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in [tileFilter] tiles =
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# Requires translation!
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in tiles without [tileFilter] =
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# Requires translation!
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-
within [amount] tiles of a [tileFilter] =
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+
within [positiveAmount] tiles of a [tileFilter] =
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# Requires translation!
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in tiles adjacent to [tileFilter] tiles =
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# Requires translation!
@@ -4248,9 +4259,11 @@ Gain [amount]-[amount2] [stat] =
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# Requires translation!
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Gain enough Faith for a Pantheon =
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# Requires translation!
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-
Gain enough Faith for [amount]% of a Great Prophet =
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+
Gain enough Faith for [positiveAmount]% of a Great Prophet =
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+
# Requires translation!
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+
Research [relativeAmount]% of [tech] =
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# Requires translation!
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-
Gain control over [tileFilter] tiles in a [amount]-tile radius =
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+
Gain control over [tileFilter] tiles in a [nonNegativeAmount]-tile radius =
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# Requires translation!
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Reveal up to [positiveAmount/'all'] [tileFilter] within a [positiveAmount] tile radius =
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# Requires translation!
@@ -4260,7 +4273,7 @@ Triggers the following global alert: [comment] =
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# Requires translation!
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Every major Civilization gains a spy once a civilization enters this era =
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# Requires translation!
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-
Promotes all spies [amount] time(s) =
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+
Promotes all spies [positiveAmount] time(s) =
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# Requires translation!
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Gain an extra spy =
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# Requires translation!
@@ -4290,9 +4303,9 @@ Triggers a [event] event =
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# Requires translation!
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[unitTriggerTarget] loses the [promotion] promotion =
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# Requires translation!
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-
[unitTriggerTarget] gains [amount] movement =
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+
[unitTriggerTarget] gains [positiveAmount] movement =
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# Requires translation!
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-
[unitTriggerTarget] loses [amount] movement =
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+
[unitTriggerTarget] loses [positiveAmount] movement =
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# Requires translation!
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[unitTriggerTarget] gains the [promotion] status for [positiveAmount] turn(s) =
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# Requires translation!
@@ -4358,15 +4371,15 @@ upon gaining the [promotion] status =
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# Requires translation!
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upon losing the [promotion] status =
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# Requires translation!
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-
upon losing at least [amount] HP in a single attack =
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+
upon losing at least [positiveAmount] HP in a single attack =
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# Requires translation!
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upon ending a turn in a [tileFilter] tile =
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# Requires translation!
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upon discovering a [tileFilter] tile =
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# Requires translation!
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upon entering a [tileFilter] tile =
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# Requires translation!
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-
for [amount] turns =
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+
for [nonNegativeAmount] turns =
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# Requires translation!
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hidden from users =
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# Requires translation!
@@ -4376,7 +4389,7 @@ for every [countable] =
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# Requires translation!
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for every adjacent [tileFilter] =
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# Requires translation!
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-
for every [amount] [countable] =
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+
for every [positiveAmount] [countable] =
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# Requires translation!
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(modified by game speed) =
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# Requires translation!
@@ -4415,11 +4428,6 @@ if [modFilter] is enabled =
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