Changelog v3 50s - Heliomance/Uncharted-Horizons GitHub Wiki
Changelog ยท Design document โ 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.
Summary: Tier review: CORE reassigned by seven rules (visible-and-aimable); 47 promoted, 17 demoted; CORE ~147, STANDARD ~213.
- CORE reassigned by seven rules (ยง1.2), now that CORE breakthroughs reveal themselves: focus unlocks, strategic-resource reveals, the buildings and improvements every Civ V city builds, victory paths and the seas, the defensive backbone, the decisive experiments โ and closure, so that no CORE ever waits behind a roll that may not fire. CORE 117 โ 147 (47 promoted, 17 demoted); STANDARD โ 213.
- Promoted (47): Horse Domestication, Alchemy, Distillation, Organic Chemistry, Polymer Science, Quantitative Combustion, Systematic Element Analysis, Organic Synthesis Attempt, Iron-Frame Construction, Monumental Architecture, Charcoal Production, Advanced Pyrotechnics, Herbal Medicine, Botanical Classification, Trigonometry, Non-Euclidean Geometry, Set Theory / Formal Logic, Topology, Clockwork, Precision Machining, Contagion Experiments, Bessemer Process, Aluminium Extraction, Sulfur Mining, Petroleum Discovery, Saltpeter Mining, Uranium Discovery, Rare Earth Extraction, Celestial Mathematics, Comparative Anatomy, Geological Observation, Laser, Spectroscopy, Epistemology, Information Theory, Resonant-State Computing, Boundary Survey, Quantum Electrodynamics, Satellite Technology, Banking, Heat Exchanger, Mechanical Equivalent of Heat, Carbon Fiber, Gunpowder, Rifling, Drone Warfare, Aqueduct. These include every chokepoint the design review flagged โ Charcoal Production, Celestial Mathematics, Comparative Anatomy, Epistemology โ and all five decisive experiments.
- Demoted (17): Jet Engine, Dog Domestication, Reinforced Concrete, Artificial Intelligence (Narrow), Electric Motor, Power Grid, Radio, Selective Breeding (Plants), Mendelian Genetics, DNA Structure, Genetic Engineering, Bronze Alloy, Life Support Systems, Orbital Assembly, Radiation Shielding, Orbital Resource Delivery, Barter System. Important, but nothing the familiar game needs in order to function; their high STANDARD ceilings keep them near-certain, but not visible in advance.
- The Stock Exchange was left off the essential list, since promoting it would have pulled the whole finance chain into CORE by closure. Existing CORE nodes on the FTL path were left as they were.
Summary: Philosophy and the Arts (Philosophy + Religion & Culture merged; 35 foci); CORE breakthroughs reveal themselves once eligible.
- Philosophy and Religion & Culture merged into Philosophy and the Arts โ the institutions of mind and spirit: faith, learning and art. Separately they were the two thinnest early foci (one breakthrough per era, and nothing at all before the Classical or in the Medieval era respectively), and the Temple and University sat in the one a player was least likely to fund for them. Merged, the focus offers non-UNIQUE breakthroughs in every era from Primitive to Modern (1, 2, 3, 1, 4, 4), opens in the Primitive era, and keeps its PH and CU IDs, so no prerequisite changes. Natural Philosophy no longer unlocks a focus; the Isolated-start modifier and the Vision Lodge's Insight point at the merged focus.
- CORE breakthroughs are Revealed automatically once eligible (ยง1.4) โ the furthest reach the One-Step Horizon allows. Players can aim for what they know they need, while the roll still decides when it arrives. Because CORE now means visible and aimable, a tier review follows.
v3.57 โ Mechanical Grounding, Batch 8 (Materials, Genetics, Energy, Culture) โ Grounding Complete
Summary: Grounding complete: Materials, Genetics, Energy and Culture (50 breakthroughs). One grid plant per city via a Power Plant placeholder; culture wonders moved to their eras; UNIQUE replacements made to replace (fork extension).
- 50 breakthroughs grounded; the grounding pass is complete. Every Unlocks cell now names Unciv objects, real unique templates, or one of the fork's enumerated extensions.
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One grid plant per city. Fifteen grid plants join a placeholder Power Plant through
replaces, so one clause,<in cities without a [Power Plant]>, makes them mutually exclusive โ the canonical Nuclear/Solar exclusion generalised. The Fusion Plant takes the Great Work Reactor's stats; the Quintessic Plant mirrors the Nuclear Plant, fuel-free, with a bonus when Uranium is held. Earlier-grounded reactors (Thorium, Micro, Cascade, Compact Fusion, Compact Athanor, Great Work) join the rule. - ยง7 era-stacking fixed for culture: Hagia Sophia, the Great Mosque and the Grand Temple move from Ancient to Medieval (University); the Opera House, Sistine Chapel, Ceilidh Hall, Museum, Louvre and Hermitage from Ancient/Classical to the Renaissance.
- Vital Essence follows the resource discipline (as Phlogiston did): its consumers require an Essence Reservoir in the city. A stockpile treatment, as Caloric received, is a redesign-phase candidate.
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Found while grounding โ UNIQUE replacements did not replace. Nation unique buildings block their base through the civilisation's
uniqueBuildingscache, built fromuniqueTo; breakthrough-granted replacements have nouniqueTo, so the base building would have stayed buildable beside them and stacked. The fork adds UNIQUE-granted replacements to the holder's cache on discovery (an eighth fork extension, ยง7.0). The double-replacement case (a nation UB and a UNIQUE UB on the same base) is left for redesign.
Summary: Grand Aerostat STANDARD in Phlogiston worlds (first tier override); Artificial Gravity grants the Arcology (+25% growth).
- The Grand Aerostat (AE12) is STANDARD in Phlogiston worlds โ the first World-Truth tier override (ยง7.0, derivation step 5). Levity gas is the gateway there, so its apex follows the RARE-gateway rule; elsewhere it stays RARE.
- Artificial Gravity (SE04) grants the Arcology (+25% growth in its city) in place of the Medical Centrifuge's happiness: structures engineered under controlled gravity climb taller and hold more people on the same ground.
Summary: Scientific Victory is the FTL ship (SS FTL Drive on the canonical space race); Generation Ship is the one challenge victory (Voyage stockpile clock, costs a citizen, pauses growth); Cryogenic Ship and Von Neumann Probe removed. ~529 breakthroughs.
- The Scientific Victory is the FTL ship, on the canonical space race: the Apollo Program, SS Booster ร3, SS Cockpit and a new SS FTL Drive in place of the SS Engine, its requirements written by the ruleset derivation for the one viable method. About 5,250 production, as in base Civ V, so the Spaceship Factory and Hubble keep their meaning. The SS Engine and SS Stasis Chamber are removed; the FTL Probe wonder of v3.54 is superseded.
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Sub-light cut to one challenge victory. The Cryogenic Ship (SE12) and Von Neumann Probe (SE10) are removed (529 breakthroughs). The Generation Ship (SE11) is a national wonder that pauses growth like a Settler, costs a citizen on completion (
[-1] population [in this city]), and provides one Voyage a turn; the victory isHave at least [150] [Voyage]. Correction to v3.54: "launch, then survive" is expressible โ the stockpile is the clock, since the resource countable returns a stockpile's amount, and capture destroys the national wonder and stops it. Verified inVictory.kt,Countables.kt,Civilization.getResourceAmount,CityConquestFunctionsandUniqueTriggerActivation. - Note on the brief: in Civ V and Unciv the Settler does not cost population โ it pauses growth and needs size 2. The Generation Ship takes both of those and adds the population cost separately.
v3.54 โ Mechanical Grounding, Batch 7 (Rocketry, Aeronautics, Space Engineering); Victories Made Buildable
Summary: Batch 7: Rocketry, Aeronautics, Space Engineering (42 breakthroughs) grounded; space victories rebuilt as Unciv victory types (Cryogenic, Generation, Von Neumann, FTL Probe).
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42 breakthroughs grounded. Canonical objects land on their canonical eras (Rocket Artillery and Mobile SAM at Solid Fuel Rocket, Apollo at Orbital Mechanics, Hubble and the SS Cockpit with Satellites' own
Reveals the entire map; Fighter, Bomber and Paratrooper moved to Radar as in the canonical tree). Probes, probe range, launch costs, asteroid events and aerial bases โ none of which Unciv has โ are converted or dropped. -
ยง4's victories rebuilt on
VictoryTypes.json. "Launch and survive N turns" has no mechanism, so every space victory is a construction race: the canonical Scientific Victory is the Cryogenic Ship, unchanged; the Generation Ship (two more parts, no cryogenics) and the Von Neumann Probe (the cheapest ship, behind a RARE design) are alternative part sets; the Interstellar Victory builds an FTL Probe whose requirements the ruleset derivation writes asResearched [X] Technologiesconditionals for the one viable method. The SS Stasis Chamber moves to the Cryogenic Ship breakthrough, now reached through Cryogenics rather than the UNCOMMON Cryogenic Preservation, so the familiar victory never waits on an uncommon roll. - Tuning watch-item: spaceship-part production bonuses now stack widely โ the canonical Spaceship Factory (+50%) and Hubble (+25%), four more one-city buildings of +25โ50%, and some seven civilisation-wide +10โ25% breakthroughs. A fully stacked capital could build a 750-production part for under 200. Most of these should become non-production effects in the balance pass.
Summary: Naming principle: nothing renamed for flavour; Uranium keeps its name; five familiar objects lose elemental renames; Semiconductor Mastery restored.
- Naming principle (ยง7.0): things are named for what they observably are or do, or for historical reasons that hold in any world; a world-dependent name is used only where the familiar name asserts a theory false in that world (atomic, nuclear, semiconductor), and then it is the name that world's own science would give. Elemental science is as rigorous as atomic science.
- Applied: Uranium stays Uranium in every world (it is named for the planet Uranus) โ "Heavy Ore" is gone. The Vacuum Tube, Programmable Computer, Integrated Circuit, Radiation Shielding and Solar Panel lose their elemental renames. Semiconductor Mastery gets its familiar name back in atomic worlds (it had become the neutral "Substrate Mastery"); in elemental worlds it is Resonant Crystal Mastery โ one name, since there it is a different craft. The Nuclear Submarine and Atomic Bomb keep their elemental names, which replace a false assertion.
Summary: Batch 6: Quintessic, Quantum and Relativity (49 breakthroughs) grounded with mirrored stats; World-Truth ruleset derivation stated; three vague prerequisites grounded.
- 49 breakthroughs grounded, the elemental frontier alongside its atomic mirrors so that each pair carries identical stats: Deep Matter Lab โ Nuclear Physics Lab, Fineness Laboratory โ Electron Microscope, Grand Athanor โ Particle Accelerator, Codex Hall โ Standard Model Institute, Dimensional Loom โ Dimensional Scanner, Vacuum Tap โ Casimir Generator, Exotic Matter Forge โ Exotic Matter Lab, Compact Athanor โ Compact Fusion, Great Work Reactor โ the Fusion Plant to come. Elemental power stays fuel-free where the physics says so (Bound-Energy Laboratory, Great Work Reactor), and the warhead keeps the Atomic Bomb's Uranium requirement, read as Heavy Ore.
- The Particle Accelerator and Grand Athanor are national wonders, so that the FTL evidence they carry is never first-come-first-served.
- World-Truth ruleset derivation stated in ยง7.0 โ removal, multipliers, remapping base-game objects to their mirrors, world-dependent display names, and tier overrides โ so that the Quintessic Warhead can use the real Manhattan Project and Atomic Bomb, and Uranium can be revealed as Heavy Ore by the Boundary Survey.
- Nonexistent mechanics removed: probe movement (Celestial Current Survey, Current Sail), trade goods, MAD, "cities that fly", forest regrowth. Vague prerequisites grounded: the Particle Accelerator's "large energy supply" (now the Power Grid), Entanglement's "experimental validation" (now the Laser), Gravitic Lift's "large energy supply" (now Superconductivity). The "+X% Insight toward FTL" accelerators are now cost multipliers, as ยง1.2 defines them.
Summary: Lodes gated on their resource's reveal; MATTER_THEORY source restored for Substance worlds (lost in v3.26).
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Each Transmuted Lode requires the breakthrough that reveals its resource (
techRequired): Iron, Gold and Gems at Ore Identification, Silver at Deep Shaft Mining, Coal at Coal Discovery, Oil at Petroleum Discovery, Aluminum at Aluminium Extraction, Rare Earths at Rare Earth Extraction. Instant construction honours it โ the action is enabled only whencanBuildImprovementreports no problem, andMissingTechis one. In practice Oil, Aluminum and Rare Earths are real gates; the rest are known before transmutation. - Bug fixed (introduced in v3.26): Substance worlds had no source of MATTER_THEORY. The grant lived on Systematic Element Analysis and was dropped when that row became the Analytical Laboratory, so every breakthrough naming the Periodic Table โ Organic Chemistry, Aluminium and Rare Earth Extraction, Cryogenics, Spectroscopy and nine more, and through Spectroscopy the whole elemental computing path โ was unreachable in Substance worlds. Transmutation Practice now grants it ("the Elemental Codex"), mirroring Five-Phase Theory in Process worlds. The downstream sweep missed this because it assumed every token has a source in every world; a per-world token-source audit now runs alongside it.
Summary: Transmuted buildings replaced by Crucible-built Transmuted Lodes on the land: repeatable, land-limited, pillageable; noble lodes are Gold, Silver and Gems.
- The seven Transmuted buildings are replaced by lodes. Since the Hall became a national wonder, each building could be built exactly once, capping lifetime transmutation at about 2,000 matter against a ~2,800โ3,700 budget. Now a matter-bought Mineral Crucible (240) or Noble Crucible (400) โ buy-only civilians on the Bullion pattern, sold in the Hall's city โ walks to any land tile in your territory and consumes itself to build a Transmuted Lode: +2 Iron, Coal, Oil, Aluminum or Rare Earths, or one Gold Ore, Silver or Gems.
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Verified in code: lodes have no
turnsToBuild, so Workers cannot build them (only instant construction places improvements without build time) but can repair them; they stand in owned territory (OutsideBorders); pillaged lodes stop providing. Transmutation is now repeatable and limited by land and matter, not by city count, and every lode costs a tile. - Noble lodes are Gold, Silver and Gems in place of the made luxuries Jewelry and Porcelain: a lode is mineral, and lead into gold is the alchemist's defining act.