Changelog v3 60s - 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.

v3.69 โ€” Turbary

Summary: Turbary (F16): Peat Cutting on its own breakthrough, requiring a Marsh in territory. ~536 breakthroughs.

  • Peat Cutting moves to its own breakthrough, Turbary (F16, STANDARD, Ancient), which needs a Marsh in the civilisation's territory โ€” a people with no bogs never learns to burn them. Flood Control (WM04) keeps Remove Marsh, the Polder and its flood-plains food, so bog-less civilisations lose nothing unrelated to peat. Named after the old common right to cut peat, and apart from its improvement, because the Charcoal Kiln and the Distillery both filter on [Peat Cutting].

v3.68 โ€” Whisky Spends Its Peat

Summary: A distilling city's Whisky spends one Peat Cutting that would otherwise fuel its Charcoal Kiln.

  • A Peat Cutting that smokes malt cannot also feed a kiln: in a city with a Distillery, the Charcoal Kiln counts its fuel tiles minus min(worked Peat Cuttings, 1), so the Distillery claims one bog, and only if there is one to claim. Expressed with the kiln's uniques split by <in cities with a [Distillery]> / <in cities without a [Distillery]>, since no city-local building count exists to subtract.

v3.67 โ€” Whisky

Summary: Whisky: a made luxury, from any Distillery whose city works a Peat Cutting.

  • Whisky, a new luxury made rather than mined (Doesn't generate naturally, as Jewelry and Porcelain are). The existing Distillery (CH04) provides one wherever its city works a Peat Cutting โ€” malt dried over peat smoke โ€” so the only new object is the resource itself. A bog now has three uses โ€” drain it, cut it for Production and kiln fuel, or cut it for Whisky โ€” and a reason to be kept.

v3.66 โ€” Fossil-Free Worlds Follow the Same Rules

Summary: Fossil-free worlds follow the same rules as every other: Charcoal Kiln (1 Coal, โˆ’10% Production, three worked fuel tiles) and Fuel Depot (1 Oil, โˆ’20% growth, three worked Farms); Peat Cutting on Flood Control; Tank and Landship after either engine; Ethanol Tank removed.

  • No technology works differently in a fossil-free world. v3.65's special cases are retired โ€” the mill-powered Factory remap, the Ironclad on Iron, the Biofuel display name and fossil-free-only peat. The Factory and Ironclad need Coal, and tanks, battleships and aircraft need Oil, in every world; only the source of the fuel differs.
  • Grown fuel, priced to be outclassed: the Charcoal Kiln (charcoal road) provides 1 Coal while its city works three fuel tiles โ€” forest, jungle or Peat Cutting โ€” at โˆ’10% Production, which cancels a Factory's percentage so that charcoal never scales; the Distillery Fuel Depot (alcohol road) provides 1 Oil while its city works three Farms, at โˆ’20% growth. The condition carries the consumption (unworked woods feed nothing; a cold kiln costs nothing) and the percentage carries the scale, so the costs stay meaningful across eras. Flat costs were rejected because they would have made charcoal relatively cheaper as industry grew โ€” the reverse of why coal won.
  • Peat Cutting moves to Flood Control (WM04), beside Remove Marsh โ€” a bog can be drained or cut โ€” as a +2 Production improvement in every world, never locked out; worked, it also fuels a kiln. Jungle and Marsh yield no Production, and nothing floors tile yields, so the kiln's cost sits on the building rather than on its fuel tiles.
  • The Landship and Tank follow either engine (<after discovering [...]> with a De Morgan OR, verified to match against every researched technology); the Ethanol Tank is removed.

v3.65 โ€” The Fossil-Fuel-Absent World, Completed

Summary: Fossil-fuel-absent world completed: geological model; Factory on mills or plants; Ironclad on Iron; Oil grown in Fuel Depots; Peat Cutting.

  • A geological model (ยง5): lignin-digesting fungi evolved before the great forests, so no coal formed; no plankton was buried, so no oil. Everything else a layman sees is unchanged, and peat still forms in waterlogged bogs.
  • Every canonical Coal and Oil gate now has an answer. The two Coal consumers get apt replacements: the Factory runs on a Water Mill, Windmill or grid plant (a De Morgan OR in one conditional), the mill-powered factory of our own 1770s; the Ironclad needs Iron, burning wood. The seven Oil consumers need no substitutes, because Oil is grown: the Distillery Fuel Depot provides it (shown as Biofuel), so tanks, battleships and aircraft keep working, paid for in farm food. The Landship and Tank answer to the Alcohol Combustion Engine; the Ethanol Tank is removed as redundant.
  • Peat Cutting (Marsh, +2 Production) arrives with the Charcoal Blast Furnace in these worlds.
  • No start-position lottery: every city has a mill or plant route to the Factory, fuel comes from farms, and the only forest-bound object is one national wonder. The ยง5 text is rewritten in the language of Competing Solutions.

v3.64 โ€” Alternatives Trade, Never Simply Add; Phages and Perceptrons

Summary: Persisting alternatives trade rather than add (six fixed); Phage Therapy and Engineered Phages; Perceptron Machines and Neuromorphic Processors. ~535 breakthroughs.

  • Principle (ยง1.2): a persisting alternative carries real disadvantages as well as advantages, and competes for its primary's slot โ€” a mutually exclusive building, the same token, a bonus that does not stack โ€” so holding both gives a choice in each city, not an accumulation. The order a civilisation found things changes its options, never its total.
  • Six existing alternatives were adding rather than trading, and now trade: the Charcoal Ironworks replaces the Ironworks (one of either kind); the Bio-Refinery and Refinery are mutually exclusive; the Stirling Works and the DC Generating Station become cheap, weak, fuel-free grid plants โ€” so a connected city with a DC station gives up AC's free grid power; the Distillery Fuel Depot's farm production now costs farm food; and Analog Computing, whose siege bonus stacked with the digital computer's, is superseded โ€” its own bonuses end when the Programmable Computer arrives, and what persists is the road it opens.
  • Phage therapy (MD20โ€“21, germ worlds): the alternative to Antibiotics โ€” no empire-wide growth, only a per-city Phage Institute competing with the Medical Lab; Engineered Phages later double the Institutes' worth. The perceptron road (CP14โ€“15): the alternative to Narrow AI โ€” Perceptron Laboratories give production and cheap upkeep for less Science, competing with AI Labs; Neuromorphic Processors, competing with Fabs, meet the computing threshold for general intelligence with no Rare Earths.
  • 535 breakthroughs; 17 Competing Solutions groups (12 persist, 5 are superseded).

v3.63 โ€” Edison and Tesla Are Engineers

Summary: Edison and Tesla are Great Engineers (already in the canonical Engineer names).

  • The War of the Currents turns on Great Engineers, not Scientists. Both names are already in Unciv's canonical Engineer name group, so the easter egg needs no new data โ€” only the record of received names and the check in the discovery roll.

v3.62 โ€” The War of the Currents

Summary: The War of the Currents: AC Power Grid vs Direct-Current Stations (EL14) as a Competing Solution; Edison and Tesla easter egg. ~531 breakthroughs.

  • Electrification becomes a Competing Solution. The primary, the Power Grid (EL07), is AC: central generation and transmission, now also giving +3 Production to connected cities that have no plant of their own โ€” and fragile, since a cut road or blockaded harbour drops every city behind it off the grid. The alternative, Direct-Current Stations (EL14), is DC: a cheap Generating Station in any city, connected or not, stronger once Electrochemistry is known, with better trams; it persists if AC arrives later. A continental power wants AC and an archipelago wants DC, and the order a civilisation finds them can commit it to a style of industry.
  • Easter egg: Thomas Edison and Nikola Tesla join the Scientist names. Unciv never reuses a name within a game, so at most one civilisation receives each. Having had Edison makes DC win the race (the grid waits for it); having had Tesla locks DC out. The fork records received Great Person names โ€” one line where Unciv assigns them โ€” and the discovery roll reads the record.
  • Filter validator tightened: its city-filter vocabulary is now exactly the documented list. One hand-added phrase ("in non-capital cities") was not a real filter; the document never used it, so nothing was hidden.

v3.61 โ€” Competing Solutions Replace UNCOMMON Obsolescence

Summary: Competing Solutions replace UNCOMMON obsolescence (14 groups; alternatives STANDARD with a ร—1.5 detour margin, superseded or persisting); Thorium, Stirling and Analog Computing reframed; Nitrate Fertiliser added. ~530 breakthroughs.

  • The road less travelled is pre-empted, not hard. Obsolescence is no longer tied to UNCOMMON. A Competing Solutions group (ยง1.2) has one goal, a primary and one or more alternatives: alternatives carry a normal tier (STANDARD), a ร—1.5 detour margin tunes the race so the primary usually comes first, and lock-out runs one way. If the primary arrives after the alternative, the alternative is either superseded (native Unavailable <after discovering [X]>, obsoleteTech and <before discovering [X]>) or persists, when it keeps a lasting advantage โ€” the deep fission chain is the model case. Where the primary cannot exist in a world, the alternative loses its margin and takes the primary's tier. UNCOMMON now means only "moderately hard".
  • 14 groups (ยง6): the ten former pairs, all now STANDARD โ€” the fossil-fuel alternatives persist, since independence from Coal or Oil is a lasting advantage, so the industrial era of a fossil-free world no longer sits behind UNCOMMON rolls; Corbel Vault, Chariots and the Canal Network are superseded. Reframed as alternatives: the Thorium Reactor (to the uranium plant), the Stirling Engine (to internal combustion) and Analog Computing (to the digital computer), all persisting. New: Nitrate Fertiliser (FA16), the alternative to the Haber process โ€” the same farm bonus while you hold Saltpeter, which the musket also wants โ€” superseded when Catalysis arrives.
  • Advanced Fuel Cycles now requires the Breeder Reactor plus the Thorium Reactor or the uranium plant. With thorium usually pre-empted, the old prerequisite would have closed the deep fission chain to most civilisations โ€” including in the fusion-impossible worlds where it is meant to be the main road.
  • Tiers now: {'CORE': 147, 'STANDARD': 227, 'UNCOMMON': 61, 'RARE': 41, 'UNIQUE': 54}; 530 breakthroughs.

v3.60 โ€” Filter Validation; World-Truth Language Made Accurate

Summary: World-Truth language corrected (two ways to be absent, one way to dead-end); filter-value validation added, four real errors fixed.

  • World-Truth language. ยง1.2 and ยง6 claimed that only Removal Truths make breakthroughs absent. They now give the true account: a breakthrough is absent in two ways, both fixed by the ruleset derivation โ€” a Removal Truth deletes it, or a foundational axis leaves no room for it (an elemental world has no Nuclear Physics, a germ world no Humoral Medicine) โ€” and a third group is present but may dead-end (rival theories a decisive experiment settles; frontier breakthroughs such as Fusion in an FQ2-Impossible world). A dead-ended breakthrough obsoletes nothing. The obsolescence note and two rows that still used the retired FUSION_ABSENT and "World Flag" vocabulary were brought into line.
  • Filter-value validation added to the battery. Every bracketed value is matched to its parameter type and checked against the ruleset's names, the parameter docs' keywords and the document's own objects. It found four real problems, all fixed: Supercritical Steam boosted [Coal Power Plant] (the breakthrough's name โ€” it would only have worked through the filter's tech-name match) rather than the Coal Plant; the four humoral halls were excluded with [Regimen Hall], which matched no building (now four named halls replacing a Regimen Hall placeholder, as grid plants replace the Power Plant); the eight Transmuted Lodes and the Five Turnings were used by name but never declared as objects.
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