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.

Overview

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

Prerequisite map

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
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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.

Breakthroughs

AH01 · Dog Domestication

  • 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.

AH02 · Herd Animal Domestication

AH03 · Horse Domestication

AH05 · Camel Domestication

  • 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

AH06 · Elephant Domestication

  • 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

AH07 · Falconry

  • 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.

AH08 · Carrier Pigeon Networks

  • 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>)].

AH10 · Llama/Alpaca Domestication

  • 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.

AH11 · Veterinary Medicine

  • 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]⟩].

AH12 · Reindeer Herding

  • 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.

AH13 · Steppe Rider Tradition

  • 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.

AH14 · War Elephant Tradition

  • 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.
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