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Construction
Focus Areas · Design document §3
Available from: S03 (Quarrying)
22 breakthroughs — CORE 6 · STANDARD 6 · UNCOMMON 3 · RARE 2 · UNIQUE 5 — Primitive – Space
Builds on: Foraging (1) · Stonework (3) · Social Organization (2) · Mining (1) · Metallurgy (4) · Warfare (4) · Mathematics (4) · Philosophy and the Arts (1) · Textiles & Materials (1) · Mechanics (2) · Chemistry (1) · Computing (1) · Materials Science (1) · Space Engineering (1)
Leads into: Farming (2) · Mining (1) · Metallurgy (1) · Seafaring (3) · Warfare (3) · Philosophy and the Arts (1) · Water Management (4) · Electricity (1) · Quintessic Physics (1) · Rocketry (2) · Space Engineering (2)
The numbers count prerequisite links between this focus and the other. How to read the tables.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| CO01 | Mud Brick Construction | CORE | Primitive | G02 (Seed Saving) |
| CO02 | Post and Lintel | CORE | Ancient | S03 |
| CO03 | Arch Construction | CORE | Ancient | S03 + MA01 (Geometry) |
| CO04 | Roman Concrete | STANDARD | Classical | CO03 + MI06B (Volcanic Ash) |
| CO05 | Corbel Arch/Vault | STANDARD | Ancient | S03 |
| CO06 | Flying Buttress | STANDARD | Medieval | CO03 + MA03 (Basic Algebra — trigonometry) |
| CO07 | Earthquake-Resistant Design | UNCOMMON | Classical | CO02 + Earthquake-prone region |
| CO08 | Modular Construction | RARE | Ancient | CO01 + SO05 (Specialization) |
| CO09 | Suspension Bridge | UNCOMMON | Medieval | CO03 + (ME05 (Steel) or TX01 (Weaving — rope-making)) |
| CO10 | Iron-Frame Construction | CORE | Early Modern | ME08 + CO03 |
| CO11 | Reinforced Concrete | STANDARD | Modern | (CO04 or CH05) + ME12 — Roman Concrete, or the chemistry of Portland cement; and Bessemer steel |
| CO13 | Geodesic Structures | UNCOMMON | Atomic | CO11 + MA03 (Basic Algebra — trigonometry) |
| CO14 | 3D Printed Construction | RARE | Atomic | MC11 (Assembly Line — prefabrication) + CP01 (Computer) + MS01 (Composites) |
| CO15 | Orbital Construction | STANDARD | Space | CO13 + SE02 (Orbital Assembly) |
| CO23 | Railway Network | CORE | Early Modern | MC08 (Steam Engine) + CO03 (Arch Construction — roads) + ME08 (Blast Furnace) |
| CO18 | Coral Architecture | UNIQUE | Ancient | CO01 + Coastal + Tropical biome |
| CO19 | Crannog Lake Dwelling | UNIQUE | Ancient | CO01 + Lake/wetland terrain |
| CO20 | Earthquake Mastery | UNIQUE | Classical | CO02 + Earthquake-prone region + MA01 (Geometry) |
| CO21 | Ceremonial Road Network | UNIQUE | Classical | CO03 (Arch Construction — roads) + CU02 (Monumental Architecture) + Mountain or Jungle biome |
| CO22 | Mound Builder Tradition | UNIQUE | Ancient | CO01 + SO03 (Tribal Law) + River + Grassland biome |
| CO24 | Concentric Fortification | CORE | Medieval | WA06 (Fortification Design) + CO03 (Arch) |
| CO25 | Star Fort | STANDARD | Early Modern | WA06 + (WA22 Cannons or WA11 Trebuchet) |
flowchart LR
n_CO01["CO01 Mud Brick Construction"]:::CORE
n_CO08["CO08 Modular Construction"]:::RARE
n_CO18["CO18 Coral Architecture"]:::UNIQUE
n_CO19["CO19 Crannog Lake Dwelling"]:::UNIQUE
n_CO22["CO22 Mound Builder Tradition"]:::UNIQUE
n_CO02["CO02 Post and Lintel"]:::CORE
n_CO07["CO07 Earthquake-Resistant Design"]:::UNCOMMON
n_CO20["CO20 Earthquake Mastery"]:::UNIQUE
n_CO03["CO03 Arch Construction"]:::CORE
n_CO04["CO04 Roman Concrete"]:::STANDARD
n_CO11["CO11 Reinforced Concrete"]:::STANDARD
n_CO13["CO13 Geodesic Structures"]:::UNCOMMON
n_CO15["CO15 Orbital Construction"]:::STANDARD
n_CO06["CO06 Flying Buttress"]:::STANDARD
n_CO09["CO09 Suspension Bridge"]:::UNCOMMON
n_CO10["CO10 Iron-Frame Construction"]:::CORE
n_CO23["CO23 Railway Network"]:::CORE
n_CO21["CO21 Ceremonial Road Network"]:::UNIQUE
n_CO24["CO24 Concentric Fortification"]:::CORE
n_CO05["CO05 Corbel Arch/Vault"]:::STANDARD
n_CO14["CO14 3D Printed Construction"]:::RARE
n_CO25["CO25 Star Fort"]:::STANDARD
n_CO03 --> n_CO04
n_CO03 --> n_CO06
n_CO02 --> n_CO07
n_CO01 --> n_CO08
n_CO03 --> n_CO09
n_CO03 --> n_CO10
n_CO04 -.-> n_CO11
n_CO11 --> n_CO13
n_CO13 --> n_CO15
n_CO03 --> n_CO23
n_CO01 --> n_CO18
n_CO01 --> n_CO19
n_CO02 --> n_CO20
n_CO03 --> n_CO21
n_CO01 --> n_CO22
n_CO03 --> n_CO24
classDef CORE fill:#dbeafe,stroke:#1d4ed8,color:#0b1b3b
classDef STANDARD fill:#f1f5f9,stroke:#64748b,color:#0f172a
classDef UNCOMMON fill:#dcfce7,stroke:#15803d,color:#052e16
classDef RARE fill:#fef3c7,stroke:#b45309,color:#3b2005
classDef UNIQUE fill:#fae8ff,stroke:#a21caf,color:#3b0a3f
Prerequisites within this focus. Box colour is the tier (blue CORE, grey STANDARD, green UNCOMMON, amber RARE, purple UNIQUE); dotted arrows are alternatives (“or”); a line can pass behind another box, so follow it from its start. 19 of these 22 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Primitive
- Prerequisites: G02 (Seed Saving)
- Unlocks: Granary. Sun-dried brick bound with the straw of the first harvests: the first permanent architecture.
- Leads to: FA15 Mountain Terrace Farming, MI05 Deep Shaft Mining, CO08 Modular Construction, CO18 Coral Architecture, CO19 Crannog Lake Dwelling, CO22 Mound Builder Tradition, WM10 Ice Architecture
- Tier: CORE · Era: Ancient
- Prerequisites: S03
- Unlocks: Colosseum; Lumber mill (improvement); the Polynesian Moai.
- Leads to: ME08 Blast Furnace, CO07 Earthquake-Resistant Design, CO20 Earthquake Mastery, SF05 Trireme/Galley Construction, WA05 Siege Warfare, WA24 Fortified Border Tradition, CU02 Monumental Architecture
- Tier: CORE · Era: Ancient
- Prerequisites: S03 + MA01 (Geometry)
-
Unlocks: Road (improvement — Road Building, merged here in v3.100: roads and their bridges together); ⟨Roads connect tiles across rivers⟩ (the canonical Engineering unique — bridges); ⟨[+5]% Production when constructing [All] buildings [in all cities]⟩ (the arch spans wider rooms). Prerequisite for the Aqueduct (WM02). Post Officeⁿ [55/1; +1 Gold; ⟨[+1 Gold] from each Trade Route⟩; ⟨[+25]% spy effectiveness [in this city]⟩ (
<when espionage is enabled>)] — the post rides the roads: the Persian royal road, the Roman cursus publicus (Postal System, merged here in v3.102). - Leads to: CO04 Roman Concrete, CO06 Flying Buttress, CO09 Suspension Bridge, CO10 Iron-Frame Construction, CO23 Railway Network, CO21 Ceremonial Road Network, CO24 Concentric Fortification, SF10 Drydock, WA06 Fortification Design, WM02 Aqueduct, WM11 Industrial Canal Network
- Tier: STANDARD · Era: Classical
- Prerequisites: CO03 + MI06B (Volcanic Ash)
- Unlocks: Concrete Worksⁿ [40/0; cityHealth +25; ⟨[-10]% maintenance cost for [All] buildings [in this city]⟩ — seawater-proof harbours]. Lost for a millennium, in our world.
- Notes: Lost and not rediscovered for a millennium.
- Leads to: CO11 Reinforced Concrete
- Tier: STANDARD · Era: Ancient
- Prerequisites: S03
- Unlocks: Corbel Vaultⁿ [30/0; cityStrength +3; ⟨[10]% Food is carried over after population increases [in this city]⟩ — cool undercrofts]. Competing Solution (§1.2): the alternative to Arch Construction (CO03), detour margin ×1.5 while Arch Construction exists in this world; if Arch Construction is discovered first this is never developed, and if it arrives later this is superseded. The Corbel Vault carries ⟨Unavailable <after discovering [Arch Construction]>⟩.
- Notes: Maya/Mycenaean approach.
- Tier: STANDARD · Era: Medieval
- Prerequisites: CO03 + MA03 (Basic Algebra — trigonometry)
- Unlocks: ⟨[+15]% Production when constructing [University] buildings [in all cities]⟩ — the masons who raised the cathedrals raised the colleges. Notre Dame, Taj Mahal, Porcelain Tower (world wonders). Walls that lean on air.
- Tier: UNCOMMON · Era: Classical
- Prerequisites: CO02 + Earthquake-prone region
- Unlocks: Timber-Frame Hallⁿ [75/1; +2 Gold (the technique sells); ⟨[-25]% maintenance cost for [All] buildings [in this city]⟩; ⟨Must be on [Hill]⟩]. Re-based on hill country (Civ V has no seismic zones).
- Notes: Japanese/Incan-inspired.
- Tier: RARE · Era: Ancient
- Prerequisites: CO01 + SO05 (Specialization)
- Unlocks: ⟨[+25]% Production when constructing [All] buildings [in all cities]⟩ — standard parts, everywhere.
- Notes: Speculative: Roman standardization taken further.
- Tier: UNCOMMON · Era: Medieval
- Prerequisites: CO03 + (ME05 (Steel) or TX01 (Weaving — rope-making))
- Unlocks: ⟨[+1 Gold] from each Trade Route⟩; ⟨[+1 Production] [in all cities connected to capital]⟩ — the canyon crossed, the network pays.
- Tier: CORE · Era: Early Modern
- Prerequisites: ME08 + CO03
- Unlocks: Factory (the canonical Industrialization building: +4 Production; Production +10%; Engineer ×2). The ruleset derivation gives the canonical Factory ⟨Remove [Steam Works] [in this city]⟩: a Factory built where Steam Works stand converts them, twice as fast (the Steam Works' own clause), as a Steam Works converts an Engine House.
- Leads to: EL07 Power Grid, QM-E24 Self-Renewing Structures
- Tier: STANDARD · Era: Modern
- Prerequisites: (CO04 or CH05) + ME12 — Roman Concrete, or the chemistry of Portland cement; and Bessemer steel
- Unlocks: ⟨[+10]% Production when constructing [All] buildings [in all cities]⟩ — steel and concrete build fast and stand hard; ⟨Improves movement speed on roads⟩ — the canonical Machinery unique, for cement roads (Portland Cement, merged here in v3.99: reinforced concrete was Portland cement and steel). Dams (WM06) become possible. Military Base; Bunkerⁿ [325/2; requires a Military Base in this city; cityStrength +8; cityHealth +50] — detached forts in concrete and steel (Ring Fortress, merged here in v3.125).
- Notes: Rifled shells made the bastion obsolete, and after 1885 high explosive did the same to masonry: the forts were rebuilt as a ring of detached works in concrete and steel — Liège, Verdun.
- Leads to: FA11 Vertical Farming, CO13 Geodesic Structures, SF13 Submarine, WM06 Dam Construction, SE01 Life Support Systems, SE02 Orbital Assembly
- Tier: UNCOMMON · Era: Atomic
- Prerequisites: CO11 + MA03 (Basic Algebra — trigonometry)
- Unlocks: ⟨[+15]% Production when constructing [Stadium] buildings [in all cities]⟩ — the dome over the arena. Any climate, enclosed.
- Leads to: CO15 Orbital Construction
- Tier: RARE · Era: Atomic
- Prerequisites: MC11 (Assembly Line — prefabrication) + CP01 (Computer) + MS01 (Composites)
- Unlocks: ⟨[+33]% Production when constructing [All] buildings [in all cities]⟩ — printed, not built.
- Tier: STANDARD · Era: Space
- Prerequisites: CO13 + SE02 (Orbital Assembly)
- Unlocks: Orbital Platformⁿ [560/3; +2 Production; ⟨[+10]% [Production] [in this city]⟩ — orbital industry; any city may have one]. Enables the Space Station (RK06) and the large orbital projects.
- Leads to: RK06 Space Station, RK12 Space Elevator
- Tier: CORE · Era: Early Modern
- Prerequisites: MC08 (Steam Engine) + CO03 (Arch Construction — roads) + ME08 (Blast Furnace)
- Unlocks: Railroad (improvement — Civ V's built-in railroad connection bonus applies); Railway Stationⁿ [60/0; ⟨[+2 Gold, +1 Production] from each Trade Route⟩]; Neuschwanstein (world wonder). Distance stops mattering between connected cities.
- Notes: The defining infrastructure of the industrial age. Transforms the map — suddenly distance matters far less between rail-connected cities.
- Tier: UNIQUE · Era: Ancient
- Prerequisites: CO01 + Coastal + Tropical biome
- Unlocks: Coral Wallsⁿ [replaces Walls; 75/0; cityStrength +6; cityHealth +50; ⟨Must be next to [Coast]⟩]; Reef Farmⁿ [improvement on Atoll and Coast; 3 turns; +1 Food]. Civ unique: ⟨[+1 Food, +1 Production] from [Atoll] tiles [in all cities]⟩ — the reef is quarry and larder.
- Notes: Pacific Islander/Maldivian coral construction.
- Tier: UNIQUE · Era: Ancient
- Prerequisites: CO01 + Lake/wetland terrain
- Unlocks: Crannogⁿ [replaces Walls; 75/0; cityStrength +7; ⟨[+1 Food] from [Lakes] tiles [in this city]⟩; ⟨Must be next to [Lakes]⟩]. Civ unique: ⟨[+1 Food] from [Marsh] tiles [in all cities]⟩ — the fen that keeps out armies feeds the village.
- Notes: Celtic/Swiss Lake Dweller tradition.
- Tier: UNIQUE · Era: Classical
- Prerequisites: CO02 + Earthquake-prone region + MA01 (Geometry)
- Unlocks: Seismic Pagodaⁿ [replaces Monument; 40/1; +2 Culture; cityStrength +4; ⟨[-25]% maintenance cost for [All] buildings [in this city]⟩]. Civ unique: ⟨[-15]% maintenance cost for [All] buildings [in all cities]⟩. Re-based on Hill and Mountain country (Civ V has no seismic zones): flexible frames that stand where stone falls.
- Notes: Japanese/Incan seismic engineering.
- Tier: UNIQUE · Era: Classical
- Prerequisites: CO03 (Arch Construction — roads) + CU02 (Monumental Architecture) + Mountain or Jungle biome
- Unlocks: Pilgrimage Routeⁿ [improvement on Hill and Jungle; 5 turns; +1 Culture, +1 Faith]; Sacred Wayⁿ [national wonder; 100/0; +2 Culture, +2 Faith; ⟨[+1 Culture] from each Trade Route⟩]. Civ unique: ⟨[+1 Culture, +1 Faith] [in all cities connected to capital]⟩ — every city the sacred road reaches shares the rite.
- Notes: Incan royal roads, Roman Via Sacra, Maya sacbeob.
- Tier: UNIQUE · Era: Ancient
- Prerequisites: CO01 + SO03 (Tribal Law) + River + Grassland biome
- Unlocks: Earthen Moundⁿ [national wonder; 75/0; +3 Culture, +2 Faith]; Mound Platformⁿ [45/1; +1 Culture; cityStrength +4; cityHealth +25]. Civ unique: ⟨[+1 Culture] from [{River} {Grassland}] tiles [in all cities]⟩ — the river plain remembers its builders.
- Notes: Cahokia, Poverty Point, Hopewell earthworks.
- Tier: CORE · Era: Medieval
- Prerequisites: WA06 (Fortification Design) + CO03 (Arch)
- Unlocks: Castle (and the Mughal Fort); Alhambra (world wonder) — rings of walls and flanking towers: defence in depth.
- Notes: Krak des Chevaliers; Edward I's Welsh castles (12th–13th c.).
- Tier: STANDARD · Era: Early Modern
- Prerequisites: WA06 + (WA22 Cannons or WA11 Trebuchet)
- Unlocks: Arsenal; Kremlin (world wonder) — low, angled bastions that turn a bombardment aside.
- Notes: The trace italienne (16th c.), the answer to cannon; where gunpowder never works, the trebuchet is the threat it answers.
Generated from design/tech_tree.md (v3.126) — edit the document, not the wiki. Home · Breakthrough index · Changelog
Rules
- Discovery Mechanics
- Breakthrough Tiers
- Competing Solutions
- Knowledge Diffusion
- Environmental Modifiers
- Discovery States
- Grand Endeavours
- Eras
- From the start: Fire · Foraging · Stonework · Observation · Social Organization · Seafaring
- Opening in the Primitive era: Farming · Animal Husbandry · Mining · Metallurgy · Warfare · Philosophy and the Arts · Textiles & Materials · Water Management
- Opening in the Ancient era: Construction · Mathematics · Medicine · Trade · Mechanics · Chemistry · Optics
- Opening in the Classical era: Energy Systems
- Opening in the Medieval era: Electricity
- Opening in the Early Modern era: Thermodynamics · Quintessic Physics · Relativity & Cosmology
- Opening in the Modern era: Electronics · Nuclear Physics · Quantum Physics · Rocketry · Materials Science · Genetics · Aeronautics
- Opening in the Atomic era: Computing · Space Engineering
Endgame and worlds
- FTL Endgame
- FTL in Elemental Worlds
- Victories
- World Truths
- Foundational Questions
- Worked Example Worlds
- Game Balance Rules
Reference