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Uncharted Horizons is a fork of Unciv that replaces the technology tree with a research system built on discovery. This wiki is the complete tech-tree design document, v3.126: 35 focus areas and 537 breakthroughs.

Players do not research specific technologies. Instead, they assign research effort to Focus Areas — broad fields of inquiry such as Fire, Farming, or Electricity. Over time, investment in a Focus Area produces Breakthroughs: specific discoveries that grant technologies, units, buildings, or abilities. Some Breakthroughs unlock new Focus Areas.

Start here

  1. Discovery Mechanics — research by focus area, the active/spread split, Insight and the discovery roll
  2. Breakthrough Tiers — CORE to UNIQUE, cost multipliers and RARE gateway chains
  3. Discovery States — Unknown, Revealed and Discovered, and how ideas are revealed
  4. Grand Endeavours — directed research towards a revealed breakthrough
  5. Competing Solutions — pre-empted alternatives, lock-out, and the Airship Disaster
  6. Knowledge Diffusion — how widespread breakthroughs spread, before and after the press and the Internet
  7. Environmental Modifiers — how geography and circumstance tilt Insight
  8. Eras — era entry, and the Insight span and pace of each era
  9. Focus Areas — all 35 foci, how each opens, and how they connect

Endgame and world variation

  • FTL Endgame — the science victory: hypotheses, tests, building and the prototype
  • FTL in Elemental Worlds — the six FTL methods across both ontologies
  • Victories — how the FTL ship and the Generation Ship victories are built in Unciv
  • World Truths — the variable laws of physics and the rules that keep them bounded
  • Foundational Questions — matter, disease, life and heat: the decisive experiments and understanding tokens
  • Worked Example Worlds — no gunpowder, no fusion, no fossil fuels, early steam, springs, Antikythera
  • Game Balance Rules — removal and enabling truths, guarantees, trading, Competing Solutions reference

Focus areas

Focus Breakthroughs Eras
🔥 Fire 12 Primitive – Medieval
🌿 Foraging 13 Primitive – Classical
⛏️ Stonework 10 Primitive – Ancient
🔭 Observation 13 Primitive – Early Modern
👥 Social Organization 13 Primitive – Early Modern
🌾 Farming 12 Primitive – Space
🐎 Animal Husbandry 12 Primitive – Medieval
⛰️ Mining 9 Ancient – Space
⚒️ Metallurgy 15 Primitive – Atomic
🏗️ Construction 22 Primitive – Space
⚓ Seafaring 18 Primitive – Atomic
⚔️ Warfare 26 Primitive – Atomic
📐 Mathematics 20 Ancient – Space
🎭 Philosophy and the Arts 19 Primitive – Atomic
💊 Medicine 22 Ancient – Space
💰 Trade 14 Primitive – Space
🧵 Textiles & Materials 8 Primitive – Atomic
💧 Water Management 11 Ancient – Atomic
⚙️ Mechanics 18 Primitive – Atomic
🌡️ Thermodynamics 19 Classical – Space
🧪 Chemistry 23 Classical – Modern
🔍 Optics 7 Ancient – Atomic
⚡ Electricity 11 Classical – Atomic
💻 Electronics 9 Modern – Atomic
🖥️ Computing 19 Modern – Space
☢️ Nuclear Physics 20 Modern – Space
✦ Quintessic Physics 24 Modern – Space
🔬 Quantum Physics 14 Modern – Space
🌌 Relativity & Cosmology 10 Modern – Space
🚀 Rocketry 16 Modern – Space
🔬 Materials Science 13 Atomic – Space
🧬 Genetics 13 Modern – Space
✈️ Aeronautics 20 Early Modern – Space
🛰️ Space Engineering 10 Atomic – Space
⚡ Energy Systems 22 Modern – Space

Reference

About this wiki

Every page is generated from design/tech_tree.md by design/wiki/build_wiki.py, so edit the document rather than the wiki: a hand edit to a generated page is overwritten the next time the wiki is published. Pages you add yourself are left alone.

Breakthrough IDs link to their entries (hover over one for its name, tier and era); § references link to the section they cite; each focus page lists what its breakthroughs build on and lead to, and draws its prerequisite map.

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