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.

World Wonders

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 Wonders

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)

Buildings

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

Requirement overrides

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

Cost scaling

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.

What a city's set counts

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.

Era lengths

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.

Tile Improvements

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

Units

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

Ungated objects (no breakthrough required)

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.

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