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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.
- Discovery Mechanics — research by focus area, the active/spread split, Insight and the discovery roll
- Breakthrough Tiers — CORE to UNIQUE, cost multipliers and RARE gateway chains
- Discovery States — Unknown, Revealed and Discovered, and how ideas are revealed
- Grand Endeavours — directed research towards a revealed breakthrough
- Competing Solutions — pre-empted alternatives, lock-out, and the Airship Disaster
- Knowledge Diffusion — how widespread breakthroughs spread, before and after the press and the Internet
- Environmental Modifiers — how geography and circumstance tilt Insight
- Eras — era entry, and the Insight span and pace of each era
- Focus Areas — all 35 foci, how each opens, and how they connect
- 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 | 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 |
- Mechanical Grounding — what a breakthrough may grant in Unciv, and the notation used in the tables
- Base Game Object Assignments — every Civ V wonder, building, improvement and unit mapped to its breakthrough
- Breakthrough Index — every breakthrough, A to Z
- Breakthroughs by Era — every breakthrough, era by era
- Breakthroughs by Tier — every breakthrough, tier by tier
- New Objects — every new building, unit, improvement and resource, with the breakthrough that grants it
- Summary Statistics — counts of foci, breakthroughs and tiers
- Changelog — every revision of the design, newest first
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.
Generated from design/tech_tree.md (v3.126) — 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