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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.

Overview

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)

Prerequisite map

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
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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.

Breakthroughs

CO01 · Mud Brick Construction

CO02 · Post and Lintel

CO03 · Arch Construction

CO04 · Roman Concrete

  • 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

CO05 · Corbel Arch/Vault

  • 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.

CO06 · Flying Buttress

  • 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.

CO07 · Earthquake-Resistant Design

  • 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.

CO08 · Modular Construction

  • 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.

CO09 · Suspension Bridge

  • 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.

CO10 · Iron-Frame Construction

  • 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

CO11 · Reinforced Concrete

  • 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

CO13 · Geodesic Structures

  • 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

CO14 · 3D Printed 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.

CO15 · Orbital Construction

  • 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

CO23 · Railway Network

  • 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.

CO18 · Coral Architecture

  • 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.

CO19 · Crannog Lake Dwelling

  • 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.

CO20 · Earthquake Mastery

  • 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.

CO21 · Ceremonial Road Network

  • 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.

CO22 · Mound Builder Tradition

  • 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.

CO24 · Concentric Fortification

  • 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.).

CO25 · Star Fort

  • 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.

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