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Environmental Modifiers
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Design document §1.3
| Circumstance | Affected Focus Areas | Modifier |
|---|---|---|
| Coastal start | Seafaring, Trade | +30% Insight |
| River start | Farming, Trade, Construction | +20% Insight |
| Mountain/highland start | Mining, Metallurgy, Observation | +25% Insight |
| Dense forest start | Foraging, Medicine, Woodworking | +25% Insight |
| Desert/arid start | Observation, Trade, Water Management | +25% Insight |
| Island start | Seafaring | +50% Insight |
| Tundra/cold start | Fire, Animal Husbandry, Textiles | +30% Insight |
| Volcanic region | Metallurgy, Chemistry | +20% Insight |
| Diverse biome (3+ terrain types nearby) | Farming, Medicine, Foraging | +20% Insight |
| Isolated (no neighbors within X tiles) | Philosophy and the Arts, Mathematics | +15% Insight |
| Many neighbors | Warfare, Trade, Diplomacy | +20% Insight |
| Flood-prone river | Water Management, Construction | +30% Insight |
| Earthquake-prone | Construction (seismic techniques) | +25% Insight |
When a civilization faces a specific challenge (resource scarcity, military pressure, environmental stress), relevant Focus Areas gain temporary Insight bonuses. A civilization at war gains bonus Insight in Warfare. A civilization suffering famine gains bonus Insight in Farming. Necessity bonuses apply on top of the normal routing — as extra Insight to the relevant Focus regardless of which focus is active — so frontline innovation happens whether or not the state directs it.
Generated from design/tech_tree.md (v3.127) — 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