Changelog v3 30s - Heliomance/Uncharted-Horizons GitHub Wiki

Changelog Β· Design document β€” Changelog

Breakthrough IDs link to the breakthrough that holds the ID today. A few early entries predate a renumbering or a merge, so an ID there may since have passed to another breakthrough.

v3.39 β€” Filter Discipline

Summary: Filter discipline: TH11 renamed Caloric Storage (buildingFilter matches required-tech names); Solar Reservoir uses replaces to share the Reservoir's filters.

  • Building.matchesFilter matches a building by name, by replaces, and by the name of any technology it requires (Building.kt line 529). The TH11 breakthrough shared its name with the Caloric Reservoir building, so <in cities with a [Caloric Reservoir]> would have matched the Heat Exchange as well. TH11 is renamed Caloric Storage; a scan found the other three name-shares (Windmill, Water Mill, Coal Power Plant) harmless because only their own buildings require them. Rule added to Β§7.0.
  • The replaces-match is put to use: the Solar Reservoir declares replaces: Caloric Reservoir with no uniqueTo, so every [Caloric Reservoir] filter β€” Banking Heat's availability, the Heat Exchange's exclusion β€” covers both Reservoirs with one clause. The only replaces buildability check concerns uniqueTo buildings (line 374), so both remain buildable.

v3.38 β€” The Hall Makes Matter, Not Goods; Bullion Buy-Only and Immediate

Summary: Hall yields matter directly (Provides, no production, 2 upkeep); Bullion buy-only with immediate movement (both verified in code); Forge and Reservoirs use Provides; City-State gift 6 Influence with the reasoning recorded.

  • Transmutation Hall now Provides [4] [Prima Materia] with no production and 2 Gold upkeep β€” the alchemists who are not at the forge. Verified in TurnManager.kt: a civilisation gains its supply of each stockpiled resource every turn, and Provides is supply, so no stat needs converting. (Negative production would also work β€” the engine sums building stats without a floor β€” but upkeep is more legible; specialists cannot yield stockpiles natively, so an Alchemist slot would be a further extension.) The Cycle Forge keeps its production and Provides [6] [Qi] β€” the Process gain stated plainly; the Reservoirs become pure banks (Provides [4] / [6]).
  • Transmuted Bullion is buy-only (Unbuildable; Can be purchased for [1] [Gold] + Costs [40] [Prima Materia] β€” the Faith-bought-Missionary pattern with matter as the price) and carries Can move immediately once bought, without which a purchased unit has no movement that turn (BaseUnit.construct line 376) and the consume action, gated on movement (UnitActionsFromUniques line 267), would wait a turn. Stockpile costs are charged on purchase, there is no per-turn purchase limit, and placement uses the nearest free tile β€” several carts a turn, cashed as bought, without touching the queue.
  • City-State gift raised to 6 Influence. Gold gifts exist only in 250/500/1000, so a 30-Gold cart already buys a denomination gold cannot at a better rate per coin; the sixth point is the premium for the journey, so cashing the cart and gifting coin is never simply better. Higher would let Dispersal-fed carts hold alliances from one city.

v3.37 β€” Banking Processes: Dispersal, Turning the Wheel, Banking Heat

Summary: Banking processes (Dispersal 2:1, Turning the Wheel 1:1, Banking Heat 2:1) added as a seventh fork extension of the perpetual conversion; true production banking for the stockpile economies.

  • Three Wealth-style perpetual processes let a city bank its surplus into a stockpile for as long as it chooses, each available only where the producing building stands: Dispersal (2 Production β†’ 1 Prima Materia, in Transmutation Hall cities), Turning the Wheel (1 β†’ 1 Qi, in Cycle Forge cities β€” no loss on the way in, the physics' gain), Banking Heat (2 β†’ 1 Caloric, in Reservoir cities). Rates are anchored to Wealth's 4 β†’ 1: banked matter cashed as Bullion turns production into Gold at β…œ (half again better than Wealth, plus resource optionality), while matter rush-bought back returns about a tenth β€” a reserve, never a substitute for building. This is the seventh fork extension recorded in Β§7.0: PerpetualStatConversion extended to target a stockpiled resource, a parameter type Unciv already has.

v3.36 β€” The Matter Economy Balanced Against Unciv's Formulas

Summary: Matter economy checked against Unciv's rush-buy, Wealth and gift formulas: Bullion cost 10β†’1, City-State gift 15β†’5 Influence; balance sheet recorded.

  • Read from source: rush-buying costs (30 Γ— production)^0.75 Gold (2.5–4.6 per point), the Wealth process converts at ΒΌ, and City-State gold gifts pay gift^1.01/9.8 Influence decaying to a minimum of 5. Against these, two corrections: Transmuted Bullion's production cost drops from 10 to a token 1 (at 10, cashing 600 matter would have cost the city 150 Production β€” more than the unit it bought), and its City-State gift falls from 15 to the base 5 Influence (at 15, five Halls could have allied every City-State on the map continuously; at 5 it is a mild, widening edge). The resulting balance sheet is written into CH20: matter cashed for a rush-buy returns ~0.2 Production per unit β€” a five-to-one loss against the Hall's own output β€” so Bullion is liquidity, not an economy, and the physics' "at a loss" now emerges from Unciv's arithmetic rather than being asserted.

v3.35 β€” Re-locking Priced Against Gold; a Truncation Bug Caught

Summary: Re-locking repriced against gold (strategics 240, luxuries 400, Bullion 40β†’30); Formless Reserve moved off the Forge (zero flat production + integer truncation would have yielded nothing); Turnings 60 Qi, Heat Exchange 40 Caloric.

  • At v3.34's rates a permanent +2 strategic resource cost the equivalent of 30 Gold and a permanent luxury 40 β€” absurd against Civ V, where the AI wants ~240 Gold for one luxury for thirty turns. All re-locking is now priced against what Bullion would return: strategic resources 240 Prima Materia (β‰ˆ180 Gold), luxuries 400 (β‰ˆ300 Gold), Bullion 40 β†’ 30 Gold (three-quarters, still a visible loss; the Stone round-trip yields three-eighths, so no pump). The anchor is written into the row: gold must never be the weak use of matter. Turnings rise to 60 Qi and the Heat Exchange to 40 Caloric on the same reasoning.
  • Bug caught by the same check: the converter truncates to whole units (amount.toInt()), and the canonical Forge has no flat production, so Formless Reserve's "25% of every Forge's output" would have yielded zero for the whole game. It now converts the Workshop's whole flat output (2 a turn). Rule added to Β§7.0: never convert a percentage of a small or absent flat stat.

v3.34 β€” The Converter Duplicates: Losses Moved to Where They Really Are

Summary: Converter semantics verified in code (duplicates, not diverts): transmutation losses moved to re-locking (Bullion 2:1, resources 60, luxuries 80); Solar Reservoir replaces the conditional desert bonus; Turnings cost 40 Qi.

  • Checked in code, as asked: [X]% of [stat] from every [buildingFilter] in the city added to [resource] is applied in CityResources.kt, where it reads a building's stat and adds a resource supply; nothing in CityStats.kt subtracts the stat. It duplicates rather than diverts. The Transmutation Hall therefore yields formless matter alongside its production, and the Philosopher's Stone draws matter from Market gold for free. Both rows now say so, and the physics' loss is placed where the mechanics can honour it β€” in re-locking: Transmuted resources cost 60 Prima Materia (was 40), luxuries 80, and Bullion returns 20 Gold for 40 matter (two for one), so gold β†’ matter β†’ gold yields a quarter and the Stone cannot pump. The "banked production" claim is withdrawn; what a Substance civilisation has is a second treasury of matter.
  • For the Process world the duplication is the design: the Cycle Forge keeps its production and yields Qi β€” the opened loop's gain, literally. Turning costs raised to 40 Qi to compensate.
  • Building.getStats feeds the converter only a building's own [stats] uniques, and no city-terrain conditional exists, so the Caloric desert bonus becomes a separate Desert-sited Solar Reservoir (+6, Must be on [Desert]) rather than a conditional. Β§7.0 corrected to describe the converter accurately.

v3.33 β€” Bullion Buys Friends

Summary: Transmuted Bullion gains a City-State gift use (+15 Influence, confirmed in Unciv's gifting code), giving the wagon a road and a choice.

  • Read against the code rather than memory, unit gifting is not uncertain: UnitActions.getGiftActions lets a civilian be gifted to a City-State when it carries Gain [amount] Influence with a [baseUnitFilter] gift to a City-State, paying that Influence on delivery inside the City-State's borders. Transmuted Bullion now carries Gain [15] Influence with a [Transmuted Bullion] gift to a City-State β€” so the wagon has a second use and a real reason to travel, and the capture risk that v3.32 removed returns with a mechanic behind it. Instant gold, or a slower and richer road to alliance; Influence cannot be converted back, so the exchange stays pump-safe.

v3.32 β€” Bullion Is a Conversion, Not a Caravan

Summary: Transmuted Bullion corrected: a repeatable conversion consumed on the spot, not a capturable caravan.

  • Gold is a civilisation-wide treasury, so Transmuted Bullion is built and consumed in the same city on the same turn; the "capturable wagon" flavour described nothing that could happen. The row now says what the unit is β€” a repeatable conversion in unit form, consumed on the spot. A City-State route was considered and rejected: the trade-mission template fixes its gold by era and would break the pump-safe exchange rate.

v3.31 β€” Bullion and Banked Production; Heat Follows the Terrain

Summary: Transmuted Bullion (Prima Materia β†’ Gold, pump-safe) enables banked production for Substance worlds; Caloric Reservoirs bank more in deserts and Heat Exchanges give more in the cold.

  • Transmuted Bullion (CH20): a consumable Civilian unit bought with 40 Prima Materia that cashes as 40 Gold anywhere β€” the Great Merchant's <by consuming this unit> mechanism, with the [stockpile] parameter's native acceptance of stat names. This gives Substance civilisations something no Civ V empire has: banked production. Surplus becomes matter in peace and is cashed to buy units instantly in war, at a loss (purchase prices run 2–4 Gold per Production), and the bullion wagon is capturable on the road. With the Philosopher's Stone the circle closes β€” gold to matter to iron, or to gold again β€” and the rates are set pump-safe: the Stone returns half of Market gold as matter, Bullion returns matter as gold one-for-one, so a round trip loses half. Tune Bullion below one-to-one, never above.
  • Caloric follows the terrain. The Reservoir banks 6 Caloric a turn in a Desert city instead of 4 ([+2 Production] in cities on [Desert] tiles, converted); the Heat Exchange gives +2 Food and +1 Happiness extra on Snow and +1/+1 on Tundra β€” heat is worth most where there is least of it. The Reservoir's own cold-city happiness moved to the Exchange, where it belongs. One verification point recorded for the fork: the stat-to-stockpile converter must count conditional building stats.

v3.30 β€” Phlogiston and Caloric Worlds Made Whole

Summary: Phlogiston worlds gain super-combustion and the Levity Transport; Caloric returns as a stockpile (Reservoir banks, Heat Exchange spends; Lance, Ward and Engine Plant cost it), restoring the branch's identity.

  • Phlogiston worlds lost Oxygen Theory's furnace bonus at the dead-end with nothing to replace it, and had only the Airship to show for the truth. Phlogiston Extraction now carries super-combustion ([+2 Production] from all [Forge] buildings, matching and re-labelling the oxygen-world bonus), and Levity Gas adds the Levity Transport β€” an airship that carries a land unit, so a phlogiston army crosses mountains and seas in the age of muskets. The branch's identity is levity and heat, and both are now visible in play; no resource needed.
  • Caloric worlds had lost their identity outright: "heat as a storable, tradeable substance" was the point of the branch, and the v3.29 cut left a siege unit and a happiness building. The mistake was building it as a map-style strategic; it is a stockpile. The Caloric Reservoir banks its whole output as Caloric; the Heat Exchange spends it (+3 Production, +2 Happiness, only in cities without a Reservoir β€” a city banks or draws); the Caloric Lance and Thermal Ward cost Caloric; the Caloric Engine Plant is bought with it and runs fuel-free. Four sinks, no new interface, and Caloric Theory now carries the Steam Works bonus that Laws of Thermodynamics dead-ends. Β§7.0 updated.
⚠️ **GitHub.com Fallback** ⚠️