Base Game Object Assignments - Heliomance/Uncharted-Horizons GitHub Wiki
Design document §7
Because this mod replaces the science tech tree with the Focus/Insight/breakthrough system while leaving Unciv's Policy and Religion systems untouched, every wonder, building, tile improvement, and unit that Civ V/Unciv normally gates behind a technology must instead be gated behind a breakthrough — otherwise it would be available from turn one or never at all. (Policy branches need no such treatment: they unlock by era, and eras are reached by discovering breakthroughs, so they remain reachable automatically.)
The tables below assign every base-game object (wonders, buildings, tile improvements, and units) from the Civ V – Gods & Kings ruleset to the breakthrough that should unlock it. The middle column records the object's original Unciv requiredTech for provenance; the assignment picks the breakthrough that best matches that tech's era and theme. Where a breakthrough already names the building in its Unlocks column (e.g. CO01 Granary, WM05 Water Mill, OP03 Observatory, SF08 Harbor, MC04 Windmill, ES06 Nuclear Plant), this table simply confirms that pairing.
| Wonder | Base-game unlock tech | Assigned Breakthrough |
|---|---|---|
| Temple of Artemis | Archery | WA03 |
| Stonehenge | Calendar | CU02 |
| The Great Library | Writing | SO04 |
| The Pyramids | Masonry | CU02 |
| Mausoleum of Halicarnassus | Masonry | CU02 |
| Statue of Zeus | Bronze Working | ME02 |
| The Great Lighthouse | Optics | SF03 |
| Hanging Gardens | Mathematics | WM02 |
| Terracotta Army | Construction | WA26 |
| The Oracle | Philosophy | O06 |
| Petra | Currency | TR17 |
| Great Wall | Engineering | WA06 |
| Colossus | Iron Working | ME04 |
| Hagia Sophia | Theology | CU15 |
| Great Mosque of Djenne | Theology | CU15 |
| Chichen Itza | Civil Service | SO13 |
| Machu Picchu | Guilds | SO10 |
| Angkor Wat | Education | CU06 |
| Alhambra | Chivalry | CO24 |
| Notre Dame | Physics | CO06 |
| Sistine Chapel | Acoustics | CU07 |
| Forbidden Palace | Banking | SO11 |
| Leaning Tower of Pisa | Printing Press | MC06 |
| Himeji Castle | Gunpowder | WA10 |
| Taj Mahal | Architecture | CO06 |
| Porcelain Tower | Architecture | CO06 |
| Kremlin | Metallurgy | CO25 |
| The Louvre | Archaeology | PH14 |
| Big Ben | Industrialization | MC08 |
| Brandenburg Gate | Military Science | WA28 |
| Eiffel Tower | Radio | EN11 |
| Statue of Liberty | Replaceable Parts | MC10 |
| Neuschwanstein | Railroads | CO23 |
| Cristo Redentor | Plastics | CH07 |
| Pentagon | Combined Arms | WA20 |
| Sydney Opera House | Ecology | EN11 |
| Great Firewall | Computers | CP06 |
| CN Tower | Telecommunications | EN11 |
| Hubble Space Telescope | Satellites | RK05 |
| United Nations | Globalization | CP04 |
| National Wonder | Base-game unlock tech | Assigned Breakthrough |
|---|---|---|
| Palace | — | Ungated (capital / victory project) |
| Circus Maximus | Horseback Riding | AH03 |
| National College | Philosophy | O06 |
| National Epic | Drama and Poetry | CU14 |
| Heroic Epic | Iron Working | WA26 |
| Grand Temple | Theology | CU15 |
| National Treasury | Guilds | SO11 |
| Oxford University | Education | CU06 |
| Ironworks | Machinery | ME08 |
| Hermitage | Architecture | CU07 |
| National Intelligence Agency | Radio | EN11 |
| Manhattan Project | Atomic Theory | NP05 |
| Apollo Program | Rocketry | RK04 |
| Utopia Project | — | Ungated (capital / victory project) |
| Building | Base-game unlock tech | Assigned Breakthrough |
|---|---|---|
| Monument | — | SO02 |
| Stele | — | SO02 |
| Granary | Pottery | CO01 |
| Shrine | Pottery | F02 |
| Pyramid | Pottery | F02 |
| Stone Works | Calendar | S03 |
| Library | Writing | SO04 |
| Paper Maker | Writing | TX10 |
| Circus | Trapping | O09 |
| Water Mill | The Wheel | WM05 |
| Floating Gardens | The Wheel | FA07 |
| Walls | Masonry | S03 |
| Walls of Babylon | Masonry | S03 |
| Barracks | Bronze Working | WA01 |
| Krepost | Bronze Working | WA01 |
| Lighthouse | Optics | SF03 |
| Stable | Horseback Riding | AH03 |
| Courthouse | Mathematics | SO06 |
| Colosseum | Construction | CO02 |
| Temple | Philosophy | CU02 |
| Burial Tomb | Philosophy | CU02 |
| Mud Pyramid Mosque | Philosophy | CU02 |
| Amphitheater | Drama and Poetry | CU05 |
| Market | Currency | TR02 |
| Bazaar | Currency | TR02 |
| Mint | Currency | ME17 |
| Aqueduct | Engineering | WM02 |
| Garden | Theology | G07 |
| Workshop | Metal Casting | MC19 |
| Longhouse | Metal Casting | MC19 |
| Forge | Metal Casting | ME-B |
| Harbor | Compass | SF08 |
| University | Education | CU06 |
| Wat | Education | CU06 |
| Castle | Chivalry | CO24 |
| Mughal Fort | Chivalry | CO24 |
| Armory | Steel | ME18 |
| Observatory | Astronomy | OP03 |
| Opera House | Acoustics | CU07 |
| Ceilidh Hall | Acoustics | CU07 |
| Bank | Banking | SO11 |
| Satrap's Court | Banking | SO11 |
| Constabulary | Banking | SO16 |
| Theatre | Printing Press | CU07 |
| Seaport | Navigation | SF19 |
| Windmill | Economics | MC04 |
| Coffee House | Economics | SO11 |
| Arsenal | Metallurgy | CO25 |
| Museum | Archaeology | PH14 |
| Public School | Scientific Theory | SO16 |
| Factory | Industrialization | CO10 |
| Military Academy | Military Science | WA28 |
| Hospital | Biology | MD05 |
| Stock Exchange | Electricity | TR09 |
| Hydro Plant | Electricity | WM06 |
| Police Station | Electricity | SO16 |
| Stadium | Refrigeration | TH02 |
| Broadcast Tower | Radio | EN11 |
| Military Base | Replaceable Parts | CO11 |
| Research Lab | Plastics | CH06 |
| Medical Lab | Pharmaceuticals | MD06 |
| Solar Plant | Ecology | ES07 |
| Recycling Center | Ecology | ES13 |
| Nuclear Plant | Nuclear Fission | ES06 |
| Bomb Shelter | Telecommunications | SE03 |
| Spaceship Factory | Robotics | MC12 |
| Cathedral | — | Faith-purchased worship building — gated by Belief, not a breakthrough |
| Monastery | — | Faith-purchased worship building — gated by Belief, not a breakthrough |
| Mosque | — | Faith-purchased worship building — gated by Belief, not a breakthrough |
| Pagoda | — | Faith-purchased worship building — gated by Belief, not a breakthrough |
The ruleset derivation changes these canonical requiredBuilding values. Every requirement must name a safe predecessor: one whose row is certain to come first, or a CORE row of the same or an earlier era that is reachable wherever the dependent is (battery check 13). Vanilla chains its culture and happiness buildings rung by rung, for pacing rather than realism — a museum does not need an opera house. In this tree the middle rungs sit on STANDARD rows, so a rung-by-rung chain could leave a top building unbuildable. Instead a top rung requires its line's first rung: cheap, always reachable, and still no way to buy only the best building. The Broadcast Tower needs nothing, because its +33% Culture multiplies whatever the city already has. The Military Base needs a Castle rather than an Arsenal (v3.125): it comes with Reinforced Concrete, which does not require Star Fort, the Arsenal's row, so the defensive line skips only its STANDARD rung.
| Building | Vanilla requires | Fork requires |
|---|---|---|
| Opera House | Amphitheater | Monument |
| Ceilidh Hall | Amphitheater | Monument |
| Museum | Opera House | Monument |
| Stadium | Theatre | Colosseum |
| Broadcast Tower | Museum | — |
| Military Base | Arsenal | Castle |
Build time is the invariant: the fork's extra Production buys breadth, a longer building list, not a faster game. Counting buildings alone, a fork city has about 1.3× base Civ V's Production from the Medieval era; counting its worked tiles too, which both games share, it has only about 1.05–1.2×, and it is that whole-city ratio that sets how long anything takes. Fork building specs are priced on vanilla's scale by value: the era's typical canonical building cost (Primitive 50, Ancient 75, Classical 100, Medieval 140, Early Modern 250, Modern and Atomic 500, Space 750) × (value points ÷ 4), clamped between a quarter and one and a half times that cost and rounded to 5. Value points: 1 per flat yield, 1 per 10% bonus, 1 per specialist slot, 1 per 5 city Strength or 50 city HP, a tile or per-population unique at its typical-city yield, and 1 for any other unique. Upkeep follows vanilla's rate for the era, per 100 cost: Primitive 2.5, Ancient 1.33, Classical 1.17, Medieval 0.85, Early Modern 0.8, Modern to Space 0.55. A UNIQUE replacement costs what its base costs, as vanilla's unique buildings do. The v3.77 spaceship stack — the launch complex, the Orbital Shipyard and the exotic-component buildings — keeps its tuned costs. The ruleset derivation then multiplies every cost by its era's row below, canonical and fork alike, the era being that of the row that grants the object. Every building shares one multiplier, so none is a bargain per point. The building column is solved era by era so that, by the end of every fork era, the fork's buildings have taken about 1.1× the share of a city's Production that base Civ V's had taken by the same turn (the extra tenth for breadth). The comparison is by turn, not by era: since v3.108 the fork's eras are its own (§2, Era boundaries) and no longer line up with base Civ V's, and an era-against-era comparison would have let fork cities spend 20–55% more of their Production on buildings than base cities at the same point in the game. A city's Production here counts its worked tiles (1.5 per citizen, plus 2 from the city centre — an assumption) as well as its buildings, with percentage bonuses applied to the whole, over the era's length from the era model below. The Ancient and Classical eras share one value, because the Ancient surplus is canonical Classical buildings on historically Ancient rows, a timing shift gone by the end of the Classical era. The unit column is the era's whole-city Production ratio, rounded to 0.05, so units, wonders and spaceship parts take base Civ V's time. Unciv derives purchase prices from production cost, so Gold prices follow both columns. The Space era carried about five times base Civ V's building load at value price, since base adds almost nothing in its last era. Consolidation (v3.92) brought that to about 3.4 times — the Planetary Defense Network became a national wonder, the Orbital Depot an upgrade of the Asteroid Mining Station, and the Quantum Network a bonus of its own breakthrough — and the Space row is solved on what remains. Most of the rest is the Fusion Plant upgrade; base Civ V has no Space-era plant.
The Power Plant slot holds one plant at a time, so each era adds its best new plant once, as the city's upgrade. Infrastructure for one city — capital-only buildings and the spaceship stack — counts at one city's share, and a building limited per civilisation at its limit's share of the cities.
The era model divides each era's Insight, with the per-city factor, by an empire's Insight per turn: 1 Science per citizen, building Science and the Palace's +3, with percentage bonuses on the whole, for the typical city's population and an assumed 1, 3, 5, 6, 7 and then 8 cities. What the typical city does not model — specialists, trade routes, city-states, policies, wonders, Great Scientists — enters as a factor that ramps from nothing in the Primitive era to about ×2.5 by the Space era, calibrated so that base Civ V's science victory falls around turn 320 (a good player wins by 300; after about 375, someone else usually has). The calibrated base game enters the Ancient era around turn 32, the Classical around 53, the Medieval around 79, the Early Modern around 115, the Modern around 176, the Atomic around 228 and the Space era around 264. The fork's eras have their own boundaries (§2, Era boundaries), drawn so that discoveries come at an even pace up to the Early Modern era (with the opening smoothed in v3.123) and, from the Modern era, at base Civ V's own era timing (v3.122): they last about 33, 36, 28, 36, 49, 46, 36 and 56 turns for the same player. The science victory itself is held to base Civ V's on the same economy, simulated directly (§2, Era boundaries). With the residual factor recalibrated to base Civ V's strong and casual players (about 260 and 400 turns), the fork takes about 262 and 396: its extra Science scales with income, so one Insight curve matches base Civ V at every skill level. The absolute turns rest on the calibration; the comparisons between fork and base, which the table uses, are sturdier, since the same omissions apply to both.
| Era | Buildings | Units, wonders and spaceship parts |
|---|---|---|
| Primitive | ×0.72 | ×1.00 |
| Ancient | ×0.72 | ×1.05 |
| Classical | ×0.72 | ×1.00 |
| Medieval | ×0.86 | ×1.10 |
| Early Modern | ×0.64 | ×1.10 |
| Modern | ×0.52 | ×1.20 |
| Atomic | ×0.48 | ×1.15 |
| Space | ×0.45 | ×1.20 |
| Interstellar | ×0.45 | ×1.20 |
Interstellar has no base Civ V era to solve against, so it takes the Space values. The values were solved for v3.108's era timing; v3.122 moved the Modern, Atomic and Space eras (on a good economy, the Atomic era now from about turn 228 and the Space era from about 264 to 320) and v3.123 the earlier ones by a few turns (the Ancient era now ends around turn 69 rather than 62), so they are to be re-solved.
| Improvement | Base-game unlock tech | Assigned Breakthrough |
|---|---|---|
| Farm | Agriculture | G02 |
| Lumber mill | Construction | CO02 |
| Mine | Mining | S04 |
| Trading post | Guilds | TR17 |
| Camp | Trapping | O03 |
| Oil well | Biology | MI07 |
| Offshore Platform | Refrigeration | MI07 |
| Pasture | Animal Husbandry | AH02 |
| Plantation | Calendar | G07 |
| Quarry | Masonry | S03 |
| Fishing Boats | Sailing | SF01 |
| Fort | Engineering | WA06 |
| Road | The Wheel | CO03 |
| Railroad | Railroads | CO23 |
| Remove Forest | Mining | S01 |
| Remove Jungle | Bronze Working | S01 |
| Remove Marsh | Masonry | WM02 |
| Moai | Construction | CO02 |
| Terrace farm | Construction | FA15 |
| Polder | Guilds | WM02 |
Civ-unique units are omitted: in Civ V a unique unit unlocks at the same tech as the generic unit it replaces, so it inherits that unit's breakthrough (e.g. Legion → Swordsman → ME04, Keshik → Knight → WA07). Only the generic ladder is mapped here. Our tree abstracts military progression more coarsely than Civ V's unit ladder, so several late units share a breakthrough or map to the nearest thematic one.
| Unit | Base-game unlock tech | Assigned Breakthrough |
|---|---|---|
| Worker | Agriculture | Ungated — starting unit |
| Settler | Agriculture | Ungated — starting unit |
| Scout | Agriculture | S01 |
| Warrior | Agriculture | S01 |
| Archer | Archery | WA03 |
| Work Boats | Sailing | SF01 |
| Trireme | Sailing | SF05 |
| Chariot Archer | The Wheel | WA08 |
| Spearman | Bronze Working | WA01 |
| Horseman | Horseback Riding | WA07 |
| Catapult | Mathematics | WA05 |
| Composite Bowman | Construction | WA04 |
| Swordsman | Iron Working | ME04 |
| Pikeman | Civil Service | ME05 |
| Galleass | Compass | SF09 |
| Knight | Chivalry | WA27 |
| Crossbowman | Machinery | WA09 |
| Trebuchet | Physics | WA11 |
| Longswordsman | Steel | ME18 |
| Caravel | Astronomy | SF09 |
| Musketman | Gunpowder | WA10 |
| Privateer | Navigation | SF11 |
| Frigate | Navigation | SF11 |
| Lancer | Metallurgy | WA28 |
| Cannon | Chemistry | WA22 |
| Gatling Gun | Industrialization | WA16 |
| Rifleman | Rifling | WA16 |
| Cavalry | Military Science | WA28 |
| Ironclad | Steam Power | SF12 |
| Artillery | Dynamite | CH08 |
| Submarine | Refrigeration | SF13 |
| Great War Infantry | Replaceable Parts | MC10 |
| Triplane | Flight | AE03 |
| Great War Bomber | Flight | AE03 |
| Infantry | Plastics | CH11 |
| Carrier | Electronics | AE03 |
| Battleship | Electronics | ME12 |
| Machine Gun | Ballistics | MC11 |
| Anti-Aircraft Gun | Ballistics | EN04 |
| Landship | Combustion | MC09 |
| Destroyer | Combustion | SF12 |
| Marine | Pharmaceuticals | AE05 |
| Fighter | Radar | EN04 |
| Bomber | Radar | EN04 |
| Paratrooper | Radar | EN04 |
| Tank | Combined Arms | MC09 |
| Anti-Tank Gun | Combined Arms | MC09 |
| Atomic Bomb | Nuclear Fission | NP05 |
| Rocket Artillery | Rocketry | CH13 |
| Mobile SAM | Rocketry | CH13 |
| Guided Missile | Advanced Ballistics | RK02 |
| Nuclear Missile | Advanced Ballistics | NP06 |
| Helicopter Gunship | Computers | AE05 |
| Nuclear Submarine | Telecommunications | SF14 |
| Mechanized Infantry | Mobile Tactics | WA20 |
| Missile Cruiser | Robotics | SF14 |
| Modern Armor | Lasers | ME14 |
| Jet Fighter | Lasers | AE04 |
| Giant Death Robot | Nuclear Fusion | WA21 |
| Stealth Bomber | Stealth | AE07 |
| SS Booster | Advanced Ballistics | RK03 |
| SS Cockpit | Satellites | RK05 |
These are produced by Great People, Great Generals, or engine mechanics rather than unlocked by tech, so they carry no breakthrough gate:
- Great Person / General improvements: Academy, Landmark, Manufactory, Customs house, Holy site, Citadel.
- Worship buildings (faith-purchased via Beliefs): Cathedral, Monastery, Mosque, Pagoda — gated by the Cathedrals / Monasteries / Mosques / Pagodas follower beliefs. (This is why our former religious-institution breakthroughs — Organised Religion, Ascetic Tradition, Ancestor Veneration — were removed: the Religion system already provides them.)
- Great People (units): Great Artist, Scientist, Merchant, Engineer, Prophet, General, Admiral — generated by Great Person points / faith / policies, not tech.
- Faith-purchased religious units: Missionary, Inquisitor — gated by the Religion system, not a breakthrough.
- Barbarian units: Brute, Galley — not part of any player's research.
- Spaceship parts (SS Booster / Cockpit / Engine / Stasis Chamber): these belong to Civ V's Apollo/spaceship science victory, which this design replaces with the FTL / sub-light system (Section 4). Mapped above for completeness in case a build-a-spaceship victory is retained; otherwise superseded.
- Engine / worker actions (no gate): Remove Fallout, Remove Road, Remove Railroad, Cancel improvement order, Repair, Ancient ruins, City ruins, City center, Barbarian encampment.
Naming-collision note: the base-game faith buildings Cathedral and Pagoda share names with content our tree used to grant, so CO06's building was renamed Basilica and CO20's building Seismic Pagoda to avoid clashing with the belief-purchased Cathedral/Pagoda.