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Focus Areas · Design document §3
Available from: Game Start
12 breakthroughs — CORE 5 · STANDARD 2 · UNCOMMON 2 · RARE 1 · UNIQUE 2 — Primitive – Medieval
Builds on: Foraging (1) · Stonework (1) · Observation (2) · Social Organization (1) · Mining (1) · Metallurgy (2) · Warfare (1)
Leads into: Foraging (1) · Stonework (1) · Mining (1) · Metallurgy (4) · Warfare (2) · Textiles & Materials (1) · Mechanics (1) · Chemistry (1) · Optics (2) · Aeronautics (1)
The numbers count prerequisite links between this focus and the other. How to read the tables.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| F01 | Controlled Fire | CORE | Primitive | None |
| F02 | Kiln Construction | CORE | Primitive | F01 |
| F03 | Charcoal Production | CORE | Primitive | F01 |
| F04 | Smelting Discovery | CORE | Primitive | F03 + S04 (Ore Identification) |
| F05 | Signal Fires | STANDARD | Ancient | F01 + SO03 (Tribal Law) |
| F06 | Greek Fire | UNCOMMON | Classical | F03 (Charcoal Production — wood tar) + O08 (Geological Observation — sulphur) |
| F07 | Advanced Pyrotechnics | CORE | Medieval | F03 + O08 (Geological Observation — sulphur) + MI08 (Saltpeter Mining — the oxidiser) |
| F09 | Controlled Burn Agriculture | UNCOMMON | Primitive | F01 + G02 (Seed Saving) |
| F10 | Thermal Lance | RARE | Ancient | F01 + F03 + ME-B (Bellows) |
| F11 | Volcanic Forge Tradition | UNIQUE | Classical | F03 + ME-B (Bellows) + Volcanic region |
| F15 | Signal Fire Network | UNIQUE | Ancient | F05 (Signal Fires) + WA06 (Fortification Design) + Mountain/highland or Many neighbors biome |
| F16 | Turbary | STANDARD | Ancient | F03 (Charcoal Production) + Marsh in territory |
flowchart LR
n_F01["F01 Controlled Fire"]:::CORE
n_F02["F02 Kiln Construction"]:::CORE
n_F03["F03 Charcoal Production"]:::CORE
n_F04["F04 Smelting Discovery"]:::CORE
n_F06["F06 Greek Fire"]:::UNCOMMON
n_F07["F07 Advanced Pyrotechnics"]:::CORE
n_F10["F10 Thermal Lance"]:::RARE
n_F11["F11 Volcanic Forge Tradition"]:::UNIQUE
n_F16["F16 Turbary"]:::STANDARD
n_F05["F05 Signal Fires"]:::STANDARD
n_F15["F15 Signal Fire Network"]:::UNIQUE
n_F09["F09 Controlled Burn Agriculture"]:::UNCOMMON
n_F01 --> n_F02
n_F01 --> n_F03
n_F03 --> n_F04
n_F01 --> n_F05
n_F03 --> n_F06
n_F03 --> n_F07
n_F01 --> n_F09
n_F01 --> n_F10
n_F03 --> n_F10
n_F03 --> n_F11
n_F05 --> n_F15
n_F03 --> n_F16
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. 8 of these 12 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Primitive
- Prerequisites: None
- Unlocks: ⟨[+1 Production] [in all cities]⟩ (work by firelight); ⟨[+1 Food] from [Tundra] tiles [in all cities]⟩ (warmth). The foundation: fire makes every settlement a little more productive and the cold lands habitable.
- Notes: Foundation of civilization.
- Leads to: F02 Kiln Construction, F03 Charcoal Production, F05 Signal Fires, F09 Controlled Burn Agriculture, F10 Thermal Lance, G04 Fermentation, MC07 Hero's Aeolipile (Early Steam), CH04 Distillation, AE01 Hot Air Balloon
- Tier: CORE · Era: Primitive
- Prerequisites: F01
- Unlocks: Shrine (and the Maya Pyramid it is replaced by). ⟨[+25]% City Strength from defensive buildings⟩ — walls of fired brick. Kiln heat — fired pots, glazes, fired brick — leads on to Glassmaking (OP01) and Geopolymer Concrete (S09).
- Leads to: S09 Geopolymer Concrete, TX10 Paper Making, OP01 Glassmaking
- Tier: CORE · Era: Primitive
- Prerequisites: F01
- Unlocks: ⟨[+25]% Production when constructing [Melee] units [in all cities]⟩ — hotter fires, harder blades. The hotter fire that makes smelting (F04) and iron (ME04) possible. Wood tar, the kiln's by-product: ⟨[-25]% maintenance on road & railroads⟩; ⟨[+10]% Strength <for [Water] units>⟩ — tarred roads, caulked hulls (Pitch and Tar, merged here in v3.101).
- Notes: Key bridge to Metallurgy.
- Leads to: F04 Smelting Discovery, F06 Greek Fire, F07 Advanced Pyrotechnics, F10 Thermal Lance, F11 Volcanic Forge Tradition, F16 Turbary, MI13 Wood Gas Production, ME04 Iron Smelting, ME05 Steel Production, ME08 Blast Furnace, OP01 Glassmaking
- Tier: CORE · Era: Primitive
- Prerequisites: F03 + S04 (Ore Identification)
- Unlocks: Unlocks Metallurgy focus. ⟨[+1 Production] from [Copper] tiles [in all cities]⟩ and ⟨[+1 Gold] from [Gold Ore] tiles [in all cities]⟩ — the ores Ore Identification (S04) revealed become worth working.
- Notes: The moment someone puts green rock near hot charcoal. Transformative.
- Leads to: ME01 Copper Working
- Tier: STANDARD · Era: Ancient
- Prerequisites: F01 + SO03 (Tribal Law)
- Unlocks: Signal Fireⁿ [improvement on Hill; 5 turns; ⟨[+1] Sight⟩; ⟨Gives a defensive bonus of [20]%⟩]. An early-warning post on high ground.
- Leads to: F15 Signal Fire Network
- Tier: UNCOMMON · Era: Classical
- Prerequisites: F03 (Charcoal Production — wood tar) + O08 (Geological Observation — sulphur)
- Unlocks: Fire Shipⁿ [unit, Melee Water; cost 70; mv 4; str 14; ⟨[+50]% Strength <when attacking>⟩; ⟨[+50]% Strength <vs [Water] units>⟩]; ⟨[+25]% Strength <for [Siege] units> <vs cities> <when attacking>⟩. Pine pitch, sulfur and a siphon — no petroleum required. Also discoverable through Warfare or Seafaring focus.
- Notes: Historical Byzantine weapon.
- Leads to: WA12 Greek Fire Naval Warfare
- Tier: CORE · Era: Medieval
- Prerequisites: F03 + O08 (Geological Observation — sulphur) + MI08 (Saltpeter Mining — the oxidiser)
- Unlocks: Fireworks Groundⁿ [70/1; +1 Culture, +1 Happiness; requires Saltpeter]. Prerequisite for Gunpowder (WA10) unless GUNPOWDER_ABSENT.
- Leads to: WA10 Gunpowder
- Tier: UNCOMMON · Era: Primitive
- Prerequisites: F01 + G02 (Seed Saving)
- Unlocks: ⟨[-50]% construction time for [Remove Forest] improvements⟩ and ⟨[-50]% construction time for [Remove Jungle] improvements⟩; ⟨[+25]% Yield from pillaging tiles⟩ (burning what you clear). Land is opened fast — and what is burnt gives back.
- Tier: RARE · Era: Ancient
- Prerequisites: F01 + F03 + ME-B (Bellows)
- Unlocks: ⟨[+30]% Production when constructing [All] wonders [in all cities]⟩. Stone shaped by directed heat.
- Notes: Speculative: what if directed-heat tools were developed early?
- Tier: UNIQUE · Era: Classical
- Prerequisites: F03 + ME-B (Bellows) + Volcanic region
- Unlocks: Volcanic Forgeⁿ [replaces Forge; 120/1; +2 Production; ⟨[+1 Production] from [Volcanic] tiles [in this city]⟩; ⟨[+15]% Production when constructing [Land] units [in this city]⟩; ⟨Must have an owned [Volcanic] within [2] tiles⟩]. Civ unique: ⟨[+1 Production] from [Volcanic] tiles [in all cities]⟩ — the more vents you hold, the more you forge.
- Notes: Icelandic/Japanese tradition of forging with Earth's own heat.
- Tier: UNIQUE · Era: Ancient
- Prerequisites: F05 (Signal Fires) + WA06 (Fortification Design) + Mountain/highland or Many neighbors biome
- Unlocks: Signal Towerⁿ [20/0; ⟨[+10]% Strength for cities⟩ (applies to this city)]. Civ unique: ⟨[+20]% Strength <for [Military] units> <when defending> <in [Hill] tiles>⟩ — the high ground warns and holds.
- Notes: Greek phryctoriae, Chinese beacon towers, Gondor. Relocated from the former Communications focus.
- Tier: STANDARD · Era: Ancient
- Prerequisites: F03 (Charcoal Production) + Marsh in territory
-
Unlocks: Peat Cuttingⁿ (improvement;
terrainsCanBeBuiltOn: [Marsh]; 6 turns; ⟨[+2 Production]⟩; ⟨Does not need removal of [Marsh]⟩) — fuel burned where it lies. A bog can now be drained (the Aqueduct's flood control, WM02) or cut. A worked Peat Cutting also counts as a fuel tile for a Charcoal Kiln (ME08), and lets a city's Distillery make Whisky (CH04). Needs a Marsh in the civilisation's territory: a people with no bogs never learns to burn them. (Named apart from its improvement under the filter discipline of §7.0, since the kiln and the Distillery both filter on[Peat Cutting].) - Notes: Pliny described the Chauci burning peat in the first century; the right to cut it, turbary, is one of the traditional common rights of English law.
Generated from design/tech_tree.md (v3.125) — 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