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Materials Science
Focus Areas · Design document §3
Available from: CH11 (Polymer Science) + ME12 (Bessemer)
Also reachable in this focus (dual-path; home focus in parentheses): Room Temperature Superconductor (EL12, from Electricity).
13 breakthroughs — CORE 2 · STANDARD 8 · UNCOMMON 2 · RARE 1 — Atomic – Space
Builds on: Textiles & Materials (1) · Chemistry (3) · Optics (1) · Computing (1) · Quintessic Physics (4) · Quantum Physics (4)
Leads into: Metallurgy (1) · Construction (1) · Warfare (1) · Medicine (1) · Electricity (1) · Computing (1) · Nuclear Physics (1) · Quintessic Physics (1) · Quantum Physics (1) · Relativity & Cosmology (1) · Rocketry (1) · Aeronautics (4) · Space Engineering (1)
The numbers count prerequisite links between this focus and the other. How to read the tables.
Non-atomic worlds: Materials Science sits largely in the Deep-Reconciliation convergence zone — by the late Atomic era, elemental and atomic worlds have both arrived at a working account of fine structure (atoms, or the deep quintessic/phase structure of the elements), so most of this focus is shared. Two nodes name atomic/molecular mechanism explicitly and read the HIGH_ENERGY_PHYSICS token instead of a specific theory: MS02 (Nanotechnology, with Graphene merged in) is reached via NP02→QP02 in atomic worlds or QM-E01→QM-E04 in elemental worlds. The "molecular manufacturing" of MS02 is, in an elemental world, fine elemental structuring — same mechanics, different account of what is being arranged.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| MS01 | Composite Materials | CORE | Atomic | CH11 + TX08 (Carbon Fiber) |
| MS02 | Nanotechnology / Fine Structuring | CORE | Atomic | HIGH_ENERGY_PHYSICS (QP02 atomic, or QM-E04 elemental) + CH07 |
| MS03 | Metamaterials | UNCOMMON | Atomic | MS01 + OP07 (Laser) + (QP05 Quantum Field Theory, or QM-E04 Unified Field Theory) |
| MS05 | Self-Healing Materials | UNCOMMON | Atomic | MS02 + CH07 |
| MS07 | Programmable Matter | RARE | Space | MS02 + CP09 (AGI) — cost ×4 |
| MS08 | Exotic Matter Engineering | STANDARD | Space | (QP11 Exotic Matter Synthesis, validated, or QM-E06 Exotic Matter, validated) + MS02 |
| MS17 | Transformation Media | STANDARD | Space | MS08 + (QP12 or QM-E13) — cost ×4 |
| MS10 | Structural Nanomaterials | STANDARD | Space | MS02 + MS01 — cost ×2.5 |
| MS11 | Field Repair Systems | STANDARD | Space | MS10 — cost ×2.5 |
| MS12 | Signature Management | STANDARD | Space | MS10 — cost ×2.5 |
| MS13 | Adaptive Armour | STANDARD | Space | MS10 — cost ×2.5 |
| MS16 | Self-Sealing Hulls | STANDARD | Space | MS10 — cost ×2.5 |
| MS15 | Modular Platforms | STANDARD | Space | MS13 + MS11 — cost ×4 |
flowchart LR
n_MS01["MS01 Composite Materials"]:::CORE
n_MS03["MS03 Metamaterials"]:::UNCOMMON
n_MS10["MS10 Structural Nanomaterials"]:::STANDARD
n_MS11["MS11 Field Repair Systems"]:::STANDARD
n_MS15["MS15 Modular Platforms"]:::STANDARD
n_MS12["MS12 Signature Management"]:::STANDARD
n_MS13["MS13 Adaptive Armour"]:::STANDARD
n_MS16["MS16 Self-Sealing Hulls"]:::STANDARD
n_MS02["MS02 Nanotechnology / Fine Structuring"]:::CORE
n_MS05["MS05 Self-Healing Materials"]:::UNCOMMON
n_MS07["MS07 Programmable Matter"]:::RARE
n_MS08["MS08 Exotic Matter Engineering"]:::STANDARD
n_MS17["MS17 Transformation Media"]:::STANDARD
n_MS01 --> n_MS03
n_MS02 --> n_MS05
n_MS02 --> n_MS07
n_MS02 --> n_MS08
n_MS08 --> n_MS17
n_MS02 --> n_MS10
n_MS01 --> n_MS10
n_MS10 --> n_MS11
n_MS10 --> n_MS12
n_MS10 --> n_MS13
n_MS10 --> n_MS16
n_MS13 --> n_MS15
n_MS11 --> n_MS15
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. 7 of these 13 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Atomic
- Prerequisites: CH11 + TX08 (Carbon Fiber)
- Unlocks: ⟨All newly-trained [Land] units [in all cities] receive the [Composite Armour] promotion⟩ (Composite Armourⁿ: ⟨[+10]% Strength <when defending>⟩).
- Leads to: ME15 Memory Alloys, CO14 3D Printed Construction, WA21 Powered Armor, MD12 Cybernetic Enhancement, NP09 Compact Fusion, RK07 Reusable Launch Vehicle, MS03 Metamaterials, MS10 Structural Nanomaterials, AE08 Scramjet, AE12 Grand Aerostat, AE14 Aerospace Industry, SE03 Radiation Shielding
- Tier: CORE · Era: Atomic
- Prerequisites: HIGH_ENERGY_PHYSICS (QP02 atomic, or QM-E04 elemental) + CH07
- Unlocks: ⟨[+1 Happiness] [in all cities]⟩ (targeted medicine). In elemental worlds the craft is fine structuring, and the building is the Fine-Structure Forge — nothing there is built atom by atom. ⟨[+5]% [Production] [in all cities]⟩ — the strongest cable ever spun (Graphene Production, merged here in v3.101).
- Notes: Same mechanics; the account of what is being arranged depends on FQ9.
- Leads to: EL12 Room Temperature Superconductor, CP15 Neuromorphic Processors, QM-E06 Exotic Matter (Elemental), QP11 Exotic Matter Synthesis, RC09 Inertial Dampening, MS05 Self-Healing Materials, MS07 Programmable Matter, MS08 Exotic Matter Engineering, MS10 Structural Nanomaterials
- Tier: UNCOMMON · Era: Atomic
- Prerequisites: MS01 + OP07 (Laser) + (QP05 Quantum Field Theory, or QM-E04 Unified Field Theory)
- Unlocks: ⟨[+1] Sight <for [Military] units>⟩ (perfect lenses); ⟨[+15]% Strength <for [Submarine] units>⟩ (acoustic damping). (Cloaking land units has no fair Unciv mechanism and is dropped.)
- Leads to: AE07 Stealth Technology
- Tier: UNCOMMON · Era: Atomic
- Prerequisites: MS02 + CH07
- Unlocks: ⟨[-25]% maintenance cost for [All] buildings [in all cities]⟩; ⟨All newly-trained [Military] units [in all cities] receive the [Self-Healing] promotion⟩ (Self-Healingⁿ: ⟨May heal outside of friendly territory⟩). The atomic counterpart of Incorruptible Matter and Self-Renewing Structures.
- Tier: RARE · Era: Space
- Prerequisites: MS02 + CP09 (AGI) — cost ×4
- Unlocks: ⟨[+25]% Production when constructing [All] buildings [in all cities]⟩ (one material, every building); Morphic Armourⁿ [unit, Armored; cost 600; mv 3; str 90; ⟨[+25]% Strength <when defending>⟩; requires Rare Earths]. RARE.
- Notes: W18 — Capstone B, rare.
- Tier: STANDARD · Era: Space
- Prerequisites: (QP11 Exotic Matter Synthesis, validated, or QM-E06 Exotic Matter, validated) + MS02
- Unlocks: Exotic Matter Foundryⁿ [1000/3; ⟨[+15]% Production when constructing [SS FTL Drive] units [in this city]⟩] — practical fabrication; prerequisite for Warp and Wormhole FTL. Elemental: the same practical fabrication, of exotic Aether made in quantity — Aether held heavier or lighter than its rest density (Substance; Model I, §7) — or of broken-cycle matter held past its own closure (Process; Model II, §7). (Named apart from that Forge under the filter discipline of §7.0.) It needs exotic matter that holds: where none can be sustained, there is nothing to fabricate. Exists only where exotic matter is validated (QP11 / QM-E06). Hosts the bubble is stable (Warp) and the throat is stable (Wormhole), both merged into those builds (W14).
- Notes: W18 — Pool; Wormhole's and Warp's engineering, wherever exotic matter is validated; hosts two conditions (W14), so priced as a decider.
- Leads to: MS17 Transformation Media
- Tier: STANDARD · Era: Space
- Prerequisites: MS08 + (QP12 or QM-E13) — cost ×4
-
Unlocks: Shockproof Wallsⁿ [building; cost set at spec; ⟨[+50]% Strength for cities <vs [Siege] units> <when defending> <in this city>⟩ — the walls route a bombardment's shock waves around their own city's structures;
<in this city>makes the unique local, so each building strengthens only its own city and the bonuses never accumulate across cities]. Bomb Shelters (SE03 Radiation Shielding) become 50% more effective: the Bomb Shelter itself gains ⟨Population loss from nuclear attacks [-50]% [in this city] <after discovering [Transformation Media]>⟩ and ⟨Damage to garrison from nuclear attacks [-50]% [in this city] <after discovering [Transformation Media]>⟩, so a sheltered city loses 12.5% of the normal amount instead of 25% (fork engine work:City.getAggregateModifierinNuke.ktmust use the defending city's own context, not an empty one, for the conditional to apply). A nuke's damage to city health is not reducible. Distinct from Hardened Shelters (NP13), which protects every city. Designing a space by its shape: choose the geometry, then build the medium that produces it — as Morris and Thorne designed traversable wormholes, and as transformation optics steers light (Pendry, Schurig and Smith; Leonhardt, 2006); analogue wormholes have been built in metamaterials (a magnetic one, 2015), and seismic metamaterials tested at full scale (2014). On the wormhole path it is the discipline of shaping exotic matter into a designed throat, tried first on analogue throats. Substance: graded substance that makes waves travel as if the Aether were folded; Process: a pattern grown to channel the flow's course. - Notes: W18/balance round two — Wormhole's engineering, outside its tests; the Space-era successor to MS03 Metamaterials, without needing it.
- Tier: STANDARD · Era: Space
- Prerequisites: MS02 + MS01 — cost ×2.5
- Unlocks: ⟨[+15]% Strength for cities⟩ (taking over Dyson Sphere Materials' city strength).
- Notes: W18 — Entry: opens the pool.
- Leads to: MS11 Field Repair Systems, MS12 Signature Management, MS13 Adaptive Armour, MS16 Self-Sealing Hulls
- Tier: STANDARD · Era: Space
- Prerequisites: MS10 — cost ×2.5
- Unlocks: Field Repair Unitⁿ [unit; statistics set at spec; ⟨All adjacent units heal [15] HP when healing⟩].
- Notes: W18 — Pool.
- Leads to: MS15 Modular Platforms
- Tier: STANDARD · Era: Space
- Prerequisites: MS10 — cost ×2.5
- Unlocks: New military land units gain ⟨Withdraws before melee combat⟩; unlocks one dedicated stealth reconnaissance unit (statistics set at spec) with ⟨Invisible to non-adjacent units⟩.
- Notes: W18 — Pool.
- Tier: STANDARD · Era: Space
- Prerequisites: MS10 — cost ×2.5
- Unlocks: New military units gain an Adaptive Armour promotion: ⟨[+15]% Strength <when defending>⟩.
- Notes: W18 — Pool; first step of capstone A.
- Leads to: MS15 Modular Platforms
- Tier: STANDARD · Era: Space
- Prerequisites: MS10 — cost ×2.5
- Unlocks: ⟨[+15]% Strength <for [Water] units> <when defending>⟩.
- Notes: W18 — Pool.
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