Changelog v3 70s - Heliomance/Uncharted-Horizons GitHub Wiki
Changelog · Design document — 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: SE04 removed: spin gravity is engineering, not a breakthrough. ~533 breakthroughs.
- SE04 (Spin Gravity) is removed. Centrifugal force was understood centuries before anyone needed spin gravity; making a habitat spin is engineering, part of what the Generation Ship and the O'Neill Cylinder cost, not a discovery. The principle: a breakthrough is a discovery or a new capability, not the engineering of something already understood.
- The Generation Ship now requires Closed-Loop Ecology (SE05) and Orbital Assembly (SE02), which SE04 had carried; the O'Neill Cylinder, Orbital Assembly and Closed-Loop Ecology. The Arcology stays in the gravitic chain (RC09). ~533 breakthroughs.
Summary: Eras dated and made non-overlapping; 22 rows moved by date, so prices rise through the eras; three ordering inconsistencies fixed; SE04 becomes Spin Gravity, and the Arcology moves to the gravitic chain.
- Non-overlapping eras. The Modern era was defined as "Industrial — Information Age", roughly 1830–1990, overlapping the Atomic era's Nuclear Age. The eras now have dates: Early Modern to about 1840, Modern 1840–1945, Atomic 1945–2000, Space thereafter.
- 22 rows moved by date. To Early Modern: Portland Cement, Carnot Efficiency, Electromagnetism, the Railway Network, Non-Euclidean Geometry, the Telegraph and Rubber Vulcanisation. To Atomic: Information Theory, Antibiotics, Titanium Working, Geodesic Structures, Supercritical Steam, Desalination, Systems Thinking, the Ekranoplan, Kevlar, Tidal Power, Fibre Optics, Fractal Mathematics, and Composite Materials and the Grand Aerostat (which require Atomic breakthroughs). To Space: Vertical Farming. Radar, the jet engine, the helicopter and television stay Modern, as pre-1945 inventions.
- Result. The Modern era falls from 102 to 80 familiar-world rows, and per-discovery prices now rise through the eras (Medieval 135, Early Modern 464, Modern 606, Atomic 776, Space 2,355) instead of dipping from Early Modern to Modern.
- Three ordering inconsistencies fixed. Composite Materials was labelled earlier than its prerequisite Carbon Fiber; Megalithic Construction (now Ancient) earlier than Quarrying; and Surgical Techniques earlier than Comparative Anatomy — it now rests on Herbal Medicine instead, since surgery predates anatomy by millennia.
- Spin Gravity. SE04 had become the Arcology, "structures engineered under controlled gravity" — which only Gravitic worlds have — yet it gated the Generation Ship in every world. It is now Spin Gravity (Centrifuge Laboratory), which works in any universe and still gates the Generation Ship and the O'Neill Cylinder; the Arcology moves to Inertial Dampening (RC09), in the gravitic chain.
Summary: Spaceship production balance: one bonus per job (fabrication, lift, assembly, exotic components, capped propulsion); capital-only launch infrastructure with empire-wide effect, buyable with Gold; the ship's total corrected to 4,500.
- The problem. Twenty-five bonuses to spaceship parts all stacked, and Unciv adds percentage bonuses into one sum. A fully developed capital reached +368% (+493% with the RAREs and a gravitic world), building the 4,500-production ship for 760–960 (counting the spaceship bonuses alone), against base Civ V's +75% and 2,570.
- One bonus per job. Fabrication stays canonical (Spaceship Factory, Hubble). Lift is one launch complex in the capital — Space Port +25%, Mass Driver +33%, Gravitic Platform +50%, converting like power plants — or the Space Elevator +50%, which retires it and suspends every complex while held. Assembly is the Orbital Shipyard +25%. Exotic components (+15% each) speed only the FTL Drive. Propulsion is one capped bonus to Boosters: +10% per ⟨Propulsion⟩ breakthrough, up to three, so every drive contributes and the atomic and elemental worlds reach the same cap.
- Capital-only launch infrastructure. Every part must reach the capital to be launched, so lift and assembly are built only there, destroyed on capture, and help every city. The capital builds infrastructure while other cities build parts. As ordinary buildings they can be bought with Gold, which parts cannot — the lever for one-city play.
- Removed: the part bonuses of Carbon Fiber, Inertial Dampening, the Antimatter Lab and the Medium Cell. The Orbital Platform becomes orbital industry (500/2; +3 Production, +10% Production).
- Result: the best city reaches +125% (+150% with the Elevator or a gravitic world); the ship costs about 1,650–1,900 there.
- Corrected: §4 gave the ship's total as 5,250; it is 4,500, exactly base Civ V's.
Summary: Exclusion by replacement: shared slots (grid plants, persisting pairs, Regimen Halls, Ironworks, reservoirs) convert rather than block; tag uniques replace the placeholder buildings; UNIQUE replacements convert existing base buildings on discovery.
- The problem. Shared slots were enforced by blocking: ⟨Only available <in cities without a [X]>⟩. Once a city built any grid plant it could never build another — a Generating Station barred the Fusion Plant for good — and the same lock-in held for every persisting Competing Solution pair, the Regimen Halls and the Ironworks.
- The fix. Each member of a shared slot now carries ⟨Remove [the others] [in this city]⟩, which fires on completion, so building the new one retires the old. A city still holds one at a time, keeps the old one working while the new one is built, and is never stuck. Applied to all 19 grid plants (plus the canonical Nuclear and Solar Plants), the five persisting pairs, the four Regimen Halls, the two Ironworks, and the reservoirs' bank-or-draw rule.
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A latent bug removed. The groups were built on
replacesdeclarations pointing at placeholder buildings. Unciv's capture swap followsreplaces, so capturing a city would have turned its power plant into the stat-less placeholder (and a Solar Reservoir into a Caloric Reservoir). Shared slots now use tag uniques, which Unciv matches as filters without anyreplaces; the Power Plant and Regimen Hall placeholders are gone. - A loophole closed. The Caloric Reservoir had no exclusion of its own, so a desert city could build a Solar Reservoir and then a Caloric one, banking 10 heat a turn. Either now retires the other.
- UNIQUE replacements convert. A UNIQUE discovered mid-game now converts the holder's existing base buildings into its replacement, as Unciv does when a city changes hands, instead of letting the two stack.
- Early versions convert too. An audit of every new building against the canonical ones found one true early version: the Tide Computer carries the Seaport's own core unique, so the two stacked. It now speeds its city's Seaport and is retired by it, as the Engine House is by the Steam Works. The other overlaps are the ordinary stacking of shared effect types, as base Civ V's Barracks, Armory and Military Academy stack.
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The principle is stated in §7.0: exclusion by replacement, not by blocking; early versions convert; tags for shared slots;
replacesonly for true equivalents.
Summary: Engine Houses convert: a Steam Works goes up twice as fast where one stands, and retires it on completion.
- The gap. Once the Steam Engine arrived, existing Engine Houses kept running beside any Steam Works built in the same city, so the superseded alternative added to its primary; the only exit was selling it.
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The fix, native to Unciv. The Engine House carries ⟨[+100]% Production when constructing [Steam Works] buildings [in this city]⟩, and the Steam Works carries ⟨Remove [Engine House] [in this city]⟩, which fires on completion (
CityConstructions.addBuilding→triggerNewBuildingUniques). Conversion reuses the house, beam and pit, as Newcomen engines were refitted with Watt's condenser. - The result. Each city runs the old engine or the new, never both. Converting frees the Coal and gains the Steam Works' power but gives up the mine and mill yields — a real choice, not an automatic upgrade.
Summary: An early steam path: The Weight of the Air (TH13) and the Atmospheric Engine (TH14), vacuum steam priced for its own eras, with a Thermodynamics discount; the Steam Engine's discount moves to TH14. ~534 breakthroughs.
- The problem. The Aeolipile (MC07) opened the Thermodynamics focus centuries early, but every Thermodynamics breakthrough waited on the Steam Engine — and even with its prerequisites met, a Classical civilisation could never afford its Early Modern threshold. The focus opened onto an empty shelf.
- The frame. Steam does work three ways: as a jet, as a vacuum, and as pressure. Pressure steam needs precision machining, strong boilers and standardisation, so it cannot exist before the industrial era. Vacuum steam needs none of these — Newcomen's engine never exceeded about one atmosphere — so it can.
- The Weight of the Air (TH13, STANDARD, Classical): the Condensing Pump raises water for houses and fountains, and every Thermodynamics breakthrough costs ×0.9 for its holder.
- Atmospheric Engine (TH14, STANDARD, Medieval): the Engine House burns Coal to drain mines and, where no Water Mill stands, to run a mill away from the river. It is a superseded Competing Solution to the Steam Engine, and halves the Steam Engine's cost — a discount that moves here from the Aeolipile.
- Deliberately excluded: vehicles, ships, factory drive, turbines and the steam cannon — each needs precision or power the period cannot supply.
- MC07 → TH13, TH14 becomes the fourth RARE gateway chain; 18 Competing Solutions groups.
Summary: Section 5 brought up to date: phlogiston remnants and stale content removed, contradictions with §1.2 resolved, the Enabling worlds restored, the Airship Disaster moved to §1.2.
- Phlogiston remnants removed from eight places — the Truth examples, the Foundational Questions' opening, the tokens, the exotic-matter route, Deep Reconciliation and the Frontier Questions — and replaced, where an example was needed, with caloric (Carnot built the heat engine's theory on it).
- Stale content corrected: the Vitalist world (Vital Essence is a building, and Organic Chemistry still stands, short of abiotic synthesis); TH11's name and caloric's non-tradeability; an unsupported claim that caloric opens fusion containment; the No-Fusion example rewritten from obsolescence into Competing Solutions and dead-ends, with fusion noted as moot in elemental worlds; the No-Gunpowder example notes Saltpeter's use for Nitrate Fertiliser.
- Contradictions resolved: "forks, not dead ends" now agrees with §1.2 (the losing theory dead-ends, the civilisation forks; only frontiers leave holes); the atomic spine is Nuclear and Quantum Physics with the silicon age, not all of Electronics and Computing.
- The Enabling worlds restored. Early Steam, Enhanced Springs and the Antikythera tradition were promised "below" but had been lost in an earlier restructure; they return as worked examples written against the current rows.
- The Airship Disaster moves to §1.2, beside Competing Solutions: it is a per-civilisation contingency, not a World Truth. Stale counts ("tens of thousands", "five permanent parallel games", "40 fork breakthroughs … 115 outcomes") corrected or removed.
Summary: The Airship Disaster: a STANDARD airship chain (Rigid Airship added, Grand Aerostat STANDARD), a per-airship disaster event, a per-civilisation confidence ladder with reports to contacted civilisations, and Helium Extraction. ~532 breakthroughs.
- A STANDARD airship chain — Dirigible (AE02), the new Rigid Airship (AE13, the Zeppelin, on aluminium frames) and the Grand Aerostat (AE12, RARE → STANDARD) — with no obsolescence by aeroplanes: the two lines trade (speed and strength against sight, endurance and no oil).
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The Airship Disaster (§5), a second kind of road not taken: lost confidence. Every gas airship carries a 1% per-turn chance of triggering an event that destroys it — native, since Unciv passes the triggering unit into the event (
Event.triggerChoice, verified). A confidence ladder follows: the sufferer's undiscovered airship breakthroughs drop to RARE; each contacted major civilisation receives a report and drops one step (a first report to UNCOMMON, a second to RARE); confidence never recovers. The ladder and the broadcast are fork code. - Helium Extraction (CH28, STANDARD, Modern) ends the risk and makes its holder deaf to reports, without restoring lost confidence; it also makes Cryogenics and Superconductivity ×0.8. Hot-air balloons never burn.
Summary: Phlogiston cut as a World Truth (a re-description, not a different world); Steam Engine and Hot Air Balloon re-gated to the Scientific Method. ~530 breakthroughs; 11 Truth Axes.
- The Combustion axis (FQ8) is cut. Working it through (Combustion Physics, Model III) showed that free phlogiston cannot be consistent — negative mass in contact with ordinary matter runs away — and that the consistent version is our own world described through missing oxygen: phlogiston is a hole in oxygen, as positive charge-carriers are holes in a semiconductor's electrons. Every weighing agrees, and nothing a layman, craftsman or early laboratory can do tells the two apart. Principle recorded (§5): a World Truth must be a fact that eventually makes different predictions, never a choice of description.
- Removed: Phlogiston Theory (F08), Phlogiston Extraction (F12), Levity Gas (F13), Levity Condensate (F14), the Phlogiston Furnace Plant (ES17), and Quantitative Combustion (CH18), whose only role was the fork; the COMBUSTION_THEORY token; the Grand Aerostat's tier override; the Levity routes into the airships. Oxygen Theory always validates. The exotic-matter frontier question remains, so FTL loses nothing.
- What historically predates oxygen chemistry no longer waits for it: the Steam Engine (Newcomen, 1712) and the Hot Air Balloon (Montgolfier, 1783) require the Scientific Method directly instead of Oxygen Theory. An audit of everything gated behind the Scientific Method in or before the Early Modern era found no other anachronism.
- World Truth Axes: 11 (4 Foundational + 7 Frontier). 530 breakthroughs.
Summary: Fossil-free geology as
Doesn't generate naturally; the fuel discoveries absent where there is nothing to discover; fuel lodes available by either route.
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The Removal Truth is expressed as geology: Coal and Oil get
Doesn't generate naturally, which the map generator honours, and Coal Discovery and Petroleum Discovery are absent because there is nothing to discover — the ordinary absence of §1.2, not a rule that works differently. Nothing needs revealing: the resource bar shows a strategic resource as soon as it is held, and neither building requirements nor trade consult revealing (verified inWorldScreenTopBarResources,Building,TradeLogic,TradeEvaluation). -
Fuel lodes follow a universal rule: a Transmuted Coal or Oil Lode is available once the civilisation knows the fuel by either route — Coal Discovery or the Charcoal Blast Furnace; Petroleum Discovery or the Alcohol Combustion Engine — written as
Only available <after discovering [...]>with a De Morgan OR. Nothing changes in normal worlds, and in fossil-free worlds a Substance civilisation can re-temper matter into the seams its world never laid down.