Animal Husbandry - Heliomance/Uncharted-Horizons GitHub Wiki
Focus Areas · Design document §3
Available from: O03 (Animal Behavior Study)
Also reachable in this focus (dual-path; home focus in parentheses): Vaccination (MD04, from Medicine); Selective Breeding (FA03, from Farming).
12 breakthroughs — CORE 2 · STANDARD 3 · UNCOMMON 3 · UNIQUE 4 — Primitive – Medieval
Builds on: Observation (11) · Farming (2) · Warfare (1) · Medicine (1)
Leads into: Farming (2) · Warfare (4) · Medicine (1) · Trade (2) · Textiles & Materials (1)
The numbers count prerequisite links between this focus and the other. How to read the tables.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| AH01 | Dog Domestication | STANDARD | Primitive | O03 |
| AH02 | Herd Animal Domestication | CORE | Primitive | O03 |
| AH03 | Horse Domestication | CORE | Ancient | O03 + Grassland/steppe access |
| AH05 | Camel Domestication | UNCOMMON | Ancient | O03 + Desert biome |
| AH06 | Elephant Domestication | UNCOMMON | Ancient | O03 + Tropical biome |
| AH07 | Falconry | UNCOMMON | Classical | O03 + O09 (Migratory Patterns) |
| AH08 | Carrier Pigeon Networks | STANDARD | Medieval | FA03 (Selective Breeding) + O09 (Migratory Patterns) |
| AH10 | Llama/Alpaca Domestication | UNIQUE | Primitive | O03 + Mountain biome |
| AH11 | Veterinary Medicine | STANDARD | Classical | FA03 (Selective Breeding) + MD01 (Surgical Techniques) |
| AH12 | Reindeer Herding | UNIQUE | Primitive | O03 + Tundra biome |
| AH13 | Steppe Rider Tradition | UNIQUE | Ancient | AH03 (Horse) + O03 + Grassland/steppe biome |
| AH14 | War Elephant Tradition | UNIQUE | Classical | AH06 (Elephant Domestication) + WA01 + Tropical biome |
flowchart LR
n_AH01["AH01 Dog Domestication"]:::STANDARD
n_AH02["AH02 Herd Animal Domestication"]:::CORE
n_AH03["AH03 Horse Domestication"]:::CORE
n_AH13["AH13 Steppe Rider Tradition"]:::UNIQUE
n_AH05["AH05 Camel Domestication"]:::UNCOMMON
n_AH06["AH06 Elephant Domestication"]:::UNCOMMON
n_AH14["AH14 War Elephant Tradition"]:::UNIQUE
n_AH07["AH07 Falconry"]:::UNCOMMON
n_AH08["AH08 Carrier Pigeon Networks"]:::STANDARD
n_AH10["AH10 Llama/Alpaca Domestication"]:::UNIQUE
n_AH11["AH11 Veterinary Medicine"]:::STANDARD
n_AH12["AH12 Reindeer Herding"]:::UNIQUE
n_AH03 --> n_AH13
n_AH06 --> n_AH14
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. 12 of these 12 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: STANDARD · Era: Primitive
- Prerequisites: O03
- Unlocks: ⟨[+1] Sight <for [Scout] units>⟩; ⟨[+1 Food] from [Deer] tiles [in all cities]⟩. The first companion, and the first hunting partner.
- Notes: First domestication.
- Tier: CORE · Era: Primitive
- Prerequisites: O03
- Unlocks: Pasture (improvement). Prerequisite for Weaving (TX01) — wool and leather.
- Leads to: FA03 Selective Breeding, FA14 Pastoral Nomadism, WA04 Composite Bow, MD04 Vaccination, TR03 Caravansary, TX01 Weaving
- Tier: CORE · Era: Ancient
- Prerequisites: O03 + Grassland/steppe access
-
Unlocks: Reveals Horses (their
revealedBy); Stable; Circus Maximus (national wonder); ⟨[+1 Production] from [Horses] tiles [in all cities]⟩. - Notes: Transformative military tech.
- Leads to: AH13 Steppe Rider Tradition, WA07 Cavalry Tactics, WA08 Chariot Warfare, WA14 Mongol Combined Arms
- Tier: UNCOMMON · Era: Ancient
- Prerequisites: O03 + Desert biome
- Unlocks: Civilian units gain the Camel Trainⁿ promotion (⟨Double movement in [Desert]⟩); ⟨No Maintenance costs for improvements in [Desert] tiles⟩. The desert becomes a road.
- Leads to: TR03 Caravansary
- Tier: UNCOMMON · Era: Ancient
- Prerequisites: O03 + Tropical biome
- Unlocks: Elephant Cavalryⁿ [unit, Mounted; cost 70; mv 3; str 12; ⟨[+25]% Strength <vs [Mounted] units>⟩; ⟨No defensive terrain bonus⟩; requires Ivory]; ⟨[+1 Production] from [Ivory] tiles [in all cities]⟩ (elephants haul stone). (India's War Elephant remains Indian.)
- Leads to: AH14 War Elephant Tradition
- Tier: UNCOMMON · Era: Classical
- Prerequisites: O03 + O09 (Migratory Patterns)
- Unlocks: ⟨[+1] Sight <for [Ranged] units>⟩; ⟨New [Ranged] units start with [15] XP [in all cities]⟩ — archers trained beside the hawk.
- Tier: STANDARD · Era: Medieval
- Prerequisites: FA03 (Selective Breeding) + O09 (Migratory Patterns)
-
Unlocks: Pigeon Loftⁿ [70/1; ⟨[+1 Gold] from each Trade Route⟩; ⟨[+25]% spy effectiveness [in this city]⟩ (
<when espionage is enabled>)].
- Tier: UNIQUE · Era: Primitive
- Prerequisites: O03 + Mountain biome
- Unlocks: Llama Penⁿ [30/1; +1 Food, +1 Production; ⟨[+1 Production] from [Sheep] tiles [in this city]⟩]. Civ uniques: ⟨No Maintenance costs for improvements in [Hill] tiles⟩, and Land units gain the Llama Trainⁿ promotion (⟨Double movement in [Hill]⟩). Pack animals without horses, on the roof of the world.
- Notes: Andean-inspired.
- Tier: STANDARD · Era: Classical
- Prerequisites: FA03 (Selective Breeding) + MD01 (Surgical Techniques)
- Unlocks: Veterinary Collegeⁿ [40/0; ⟨[Mounted] Units adjacent to this city heal [+10] HP per turn when healing⟩; ⟨[+1 Food] from [Cattle] tiles [in this city]⟩].
- Tier: UNIQUE · Era: Primitive
- Prerequisites: O03 + Tundra biome
- Unlocks: Reindeer Sledⁿ [unit, Scout type; cost 30; mv 4; str 5; ⟨Double movement in [Tundra]⟩; ⟨Double movement in [Snow]⟩]; Herder Campⁿ [20/0; +1 Food; ⟨[+1 Food] from [Tundra] tiles [in this city]⟩]. Civ unique: ⟨[+1 Production] from [Tundra] tiles [in all cities]⟩ — the herd is transport, food, leather and trade.
- Notes: Sámi/Siberian indigenous traditions.
- Tier: UNIQUE · Era: Ancient
- Prerequisites: AH03 (Horse) + O03 + Grassland/steppe biome
- Unlocks: Horse Archerⁿ [unit, Mounted; cost 60; mv 4; str 6; ranged str 9; range 2; ⟨Can move after attacking⟩; ⟨No defensive terrain bonus⟩; requires Horses — available without Composite Bow]; Nomad Campⁿ [replaces Barracks; 75/1; +1 Production; ⟨New [Mounted] units start with [15] XP [in this city]⟩]. Civ unique: ⟨[+1] Movement <for [Mounted] units>⟩ — born in the saddle.
- Notes: Scythian/Turkic horse cultures.
- Tier: UNIQUE · Era: Classical
- Prerequisites: AH06 (Elephant Domestication) + WA01 + Tropical biome
- Unlocks: Armoured Elephantⁿ [unit, Mounted; cost 100; mv 3; str 18; ⟨[+25]% Strength <when attacking>⟩; ⟨No defensive terrain bonus⟩; requires Ivory]; Elephant Stableⁿ [replaces Stable; 100/1; ⟨[+15]% Production when constructing [Mounted] units [in this city]⟩; ⟨[+1 Production] from [Ivory] tiles [in this city]⟩]. Civ unique: ⟨[+1 Production] from [Jungle] tiles [in all cities]⟩ — the forest that feeds the herds.
- Notes: Indian/Carthaginian/Khmer.