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Environmental Modifiers

github-actions[bot] edited this page Oct 15, 2026 · 2 revisions

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

Necessity Modifiers

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.

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