Changelog v3 80s - 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.
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The problem. A world wonder is first-come: one civilisation builds it, and every other civilisation's copy of the breakthrough gave nothing. Eleven rows granted only a wonder, against the rule that every breakthrough carries a tangible benefit (v3.84). Each now also carries one that every civilisation receives, chosen outside the budgeted yields where possible, or in Gold, which still runs below base net of upkeep:
- Megalithic Construction: β25% Culture cost of border growth β the stones mark whose land this is (archaeologists read megaliths as territorial markers).
- Flying Buttress: +15% Production towards Universities β the masons who raised the Gothic cathedrals raised the colleges at Paris, Oxford and Cambridge. A cheaper Faith purchase of Cathedrals was the first thought, but only a religion holding the Cathedral belief can buy them.
- Philosopher's Stone and its mirror Great Harmony: Great Merchants and Great Sages 15% faster β each echoes its wonder's own Great Person points.
- Elixir of Life: +10% Great Person generation β long-lived masters.
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Zero-Point Energy and its mirror the Transcendent Engine: +1 Production from every Power Plant, a tenth of what each wonder gives. Unciv's building filter matches tag uniques at runtime (
Building.matchesFilterβhasTagUnique), so the slot tag works as a filter. - Space Station: +2 Gold from every Spaceship Factory β orbit pays. (The ruleset has no Airport for the tourism the wonder describes.)
- Space Elevator: +25% Production towards launch-complex buildings β infrastructure, not spaceship parts, so v3.77's one-bonus-per-job rule holds.
- O'Neill Cylinder: Great Engineers 10% faster.
- Dyson Swarm: +1 Production from Solar Plants.
- Budgets. Space-era Production moves from 1.32Γ to 1.34Γ base; the new flat bonuses sit on RARE and UNCOMMON rows, which count at a tenth and four tenths in a typical city. Science and Culture are unchanged, and net Gold stays below base in every era.
- Battery check 15: no row's only grant is a world wonder. Run against v3.88 it names exactly these eleven rows.
- The rule. A required building must be a safe predecessor: one whose row is certain to come first (every OR branch of the dependent's prerequisites leads through it), or a CORE row of the same or an earlier era with no terrain condition the dependent lacks. CORE rows reveal themselves once eligible (v3.58), so they cannot hold a building back for long. Resource conditions do not count against safety, since trade satisfies them (Β§1.2). Anything else is a soft gate: a building whose breakthrough is known but which cannot be built until some unrelated discovery happens, or never. New battery check 14 applies the rule to every requirement, the fork's own and the canonical ones as the fork sets them. Run against v3.87, it fails and names exactly the eight broken chains below.
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Eight canonical chains were broken. The v3.83 middle-era rows moved canonical buildings onto STANDARD rows that are not ancestors of the rows needing them. The Opera House's row could be discovered without the Amphitheater's, leaving the Opera House unbuildable, and the Military Base's CORE row depended on the Arsenal's STANDARD one.
- The military chain keeps vanilla's order. Concentric Fortification (the Castle) and Plate Armour (the Armory) become CORE, on the precedent v3.83 set for Public Education and Crank and Connecting Rod; both already had only CORE prerequisites. The Military Base moves off Precision Machining, where it was early anyway, onto a new row: CO26 Ring Fortress (Modern, STANDARD; Star Fort + Reinforced Concrete, neither of which needs gunpowder). Rifled shells made the bastion obsolete, and high explosive then did the same to masonry, so the forts were rebuilt as rings of detached works in concrete and steel β LiΓ¨ge, Verdun. The Bunker moves there with it and requires the Military Base.
- The culture and happiness lines take a first-rung rule. Vanilla chains these rung by rung for pacing, not realism: a museum does not need an opera house. Uncoupling the rungs entirely would let a city buy only the most efficient building β the Stadium gives +4 Happiness for 2 upkeep, against +5 for 3 from the Colosseum and Theatre below it. That matters most for wide and conquering play, the case happiness exists to brake. So a top rung requires its line's first rung, which is cheap and always reachable: the Opera House, Ceilidh Hall and Museum require a Monument, and the Stadium a Colosseum. The Broadcast Tower needs nothing, since its +33% Culture multiplies what the city already has. These are derivation overrides of canonical data, recorded in a new table in Β§7, Buildings.
- Nineteen new requirements, each a building further along the same institution: Surgery β Herbalist; Medical School β Library; Experimental Laboratory β University; Nuclear Physics Lab, its elemental mirror the Deep Matter Lab, the AI Lab and its alternative the Perceptron Laboratory β Research Lab; Trading Company and Commodity Exchange β Bank; Drydock β Harbor; Automated Workshop β Workshop; Textile Mill β Weaver; Fab β Microchip Foundry; Distillery Fuel Depot β Distillery; the four Temperament Halls β Balancing Clinic. Rejected: Medical School β Surgery, Commodity Exchange β Stock Exchange, Telegraph Office β Post Office and Telephone Exchange β Telegraph Office (unsafe β predecessors on STANDARD rows that are not ancestors); Veterinary College β Stable (the Stable needs grassland); Resonant Crystal Works and Neuromorphic Foundry β Microchip Foundry (both exist to bypass silicon).
- Two Stage 3a misses: the Anatomy Theatre and Logic School, bare Scientist-slot shells, are cut. Comparative Anatomy keeps its Medicine unlock and Formal Logic its City-State influence.
- The Melancholic Hall was empty. Stage 1 took its Science, and Stage 3 skipped slot members. It now gives +25% Great Person generation in its city: the melancholic was the temperament of genius (the Aristotelian Problemata asks why all who became eminent in philosophy, politics or the arts were melancholics). A scan of every fork object found no other empty building.
- Tallies: 550 breakthroughs; CORE 150, STANDARD 248.
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The mechanic. Unciv's
requiredBuildingfield makes a building need another in the same city, and the check accepts the named building or any building that replaces it β so a Qanat satisfies a requirement for an Aqueduct. The field had gone unused only because the notation had no token for it. It now has one:requires a **X** in this cityinside a spec (Β§7, Notation). X must name a real building, never a slot tag: the engine's rejection message looks the name up, and fails if it is not a building. -
The rule. A fork building that takes a canonical building's place carries that building's requirement β which is how vanilla builds its own chains (Library β University, Aqueduct β Hospital β Medical Lab, Factory β power plants). Thirty requirements follow:
- The Power Plant slot: all nineteen fork plants require a Factory, as the canonical Nuclear and Solar Plants do. Before this a city could raise a Coal Plant without a Factory, but not a Nuclear Plant.
- Replacements copy their base's requirement, as the Wat copies the University's Library: the Bard Council and Royal Court (replacing the Amphitheater) require a Monument; the Swordsmith (the Armory) requires Barracks; the Bronze Foundry Temple and River Temple (the Temple) require a Shrine.
- Early versions copy their successor's: the Engine House and Steam Works, which convert on towards the Factory, require a Workshop; the Tide Computer, which converts into the Seaport, requires a Harbor.
- An alternative that removes a building copies the removed building's: the Phage Institute, which takes the Medical Lab's place, requires a Hospital.
- A paradigm's stand-in copies the one it stands in for: Sanitation Works (the Miasma world's Hospital) requires an Aqueduct β replacing the v3.86 stopgap, under which it needed only the Aqueduct breakthrough β and the Pharmacopoeia (the Humoral answer to the Medical Lab) requires a Balancing Clinic.
- Battery check 13. Every required building must be a real building granted somewhere, arrive no later than the building that needs it, and exist in the same worlds. A row's world is stated in its text or inherited from its hard prerequisites. Every replacement must carry its base's requirement, and every Power Plant slot member a Factory. All thirty pass. Tested against a copy with three injected faults β a misspelt building, a replacement stripped of its requirement, and a Miasma building made to need a Humoral one β it catches all three.
- The requirements do not move the power ledger, which measures a typical city that already holds every building; they change what a city must build first, which Stage 5's build-time tuning inherits.
- The measure. Growth percentages, food carried over after growth and flat Food all set how fast a city grows: in proportion to (surplus + Food) Γ (1 + growth) Γ· (1 β carry-over). Unciv sums carry-over (capped at 95%) and applies growth to the surplus. Converting each effect into the flat Food that would give the same speed puts it on the Food ledger. The typical surplus is an estimate β 3 Food per city in the Ancient era rising to 8 by the Space era β and belongs with the dials to verify in playtesting.
- The aim. Only one disease paradigm is true in any game, so the paradigms need not match each other exactly; each must sit near base Civ V on its own, and each should feel different to play. Before this pass Germ worlds ran about +15 growth-equivalent Food over base from the Atomic era (+55% growth, and the Kiln's carry-over stacking on the canonical Medical Lab's), while Miasma and Humoral worlds ran about β5 from the Modern era (no Hospital or Medical Lab, and nothing in their place).
- Shared by every world. The Kiln goes: its 10% carry-over stacked with the Aqueduct and Medical Lab for up to +40% growth speed. Gene Therapy keeps +25% Great Person generation but not its +10% growth. The Quarantine Station and Vaccination stay β empirical medicine works whichever theory is true.
- Germ β the universal cure: late, empire-wide, carried by the army. The canonical Hospital and Medical Lab; Germ Theory's growth falls from 15% to 10%; Antibiotics keeps the Medic promotion for every new unit but not its +10% growth. Behind base at the Modern era (β2.7), ahead from the Atomic (+3.6, +3.9): germ theory, then the antibiotic age. Phage route: the Phage Institute gains 15% carry-over. It replaces the Medical Lab, whose carry-over the Institute's +15% growth could not match, so the route was not a real trade; Engineered Phages now bring it close by the Space era (+1.5, +3.2).
- Miasma β public works: early, built and dug. Sanitation Works becomes the Hospital and Medical Lab in one (+3 Food, 25% carry-over β stores kept sweet in clean air), an era before the Germ world's Medical Lab; drained fens and miasma bombardment stay. Level with base from the Modern era on (0.0, +0.2, +0.4). Unciv expresses a required building as a field, not a unique, so Sanitation Works requires the Aqueduct breakthrough rather than an Aqueduct in the city.
- Humoral β the physician's art: personal, healing, choice. A little less Food (β1.6, β1.1, β0.8), paid for in healing and the Temperament Halls: the Balancing Clinic adds +2 Food and keeps the strongest city healing of any world; the Pharmacopoeia adds 20% carry-over.
- Healing. Unciv sums every city-healing bonus on top of its base 25 HP in a city, so the old stack of +55 next to a Germ city healed 80 of a unit's 100 HP each turn. Now one shared ladder: Herbalist +5, Surgery +10, Medical School +5 (+20 by the Classical era). The Surgical Theatre goes; Anaesthesia instead gives every unit +5 HP whenever it heals, anywhere. The Balancing Clinic adds +15 in Humoral worlds; the Essence Clinic's healing falls from +20 to +10 in Vitalist worlds.
- Kiln Construction now carries β¨[+25]% City Strength from defensive buildingsβ© β walls of fired brick β and says what kiln heat leads to: Glassmaking, Cast Iron, Portland Cement and Geopolymer Concrete.
- Mud Brick is sun-dried. Mud Brick Construction (CO01) now follows Seed Saving (G02), not Kiln Construction: the first farmers build the first houses, with straw from the first harvests, and a Granary for their seed. The prerequisite on six rows now reads "F02 (Kiln Construction)", since no Kiln building remains.
- Anaesthesia (MD07), formerly Anesthesia: British spelling.
- The budget. Canonical buildings already supply base Civ V's Food, Culture and Happiness in every era; fork-made buildings added another 1 to 2.5 times base on top, for totals of 2 to 4.8 times. Generic flat Food, Culture and Happiness now come off fork-made buildings. Situational effects stay: a bonus tied to a resource, a terrain or the coast, unit healing, espionage, trade routes. Landmarks kept: the Forager's Hut (+1 Food, Primitive), the Fireworks Ground (+1 Culture, +1 Happiness, Medieval; also a Saltpeter consumer), the Pharmaceutical Works (+2 Happiness, Modern), the Photography Studio (+2 Culture, Modern) and the Hydroponics Lab (+2 Food, Modern).
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Consolidation. A building left with only a little Gold, a specialist slot or nothing is removed β 35 in all: the Music Hall, Insect Farm, Vision Lodge, Stonecutter, Tavern, Apiary, Gallery, Counting House, Paper Mill, Glassworks, Calendar Stone, Laboratory, Cast Iron Works, Clock Tower, Printing House, Seed Drill Works, Leyden Hall, Electromagnetics Institute, Actuary's Office, Cannery, Gasworks, Tramway, TV Station, Garment Factory, Weather Bureau, Radiology Laboratory, Radiotherapy Ward and its elemental mirror the Boundary Laboratory, Computer Centre, Telecom Exchange, Biome Dome, Biosphere, Bio-Recycler, Vertical Farm and Climate Control. A row left without a benefit now carries one that adds no entry to the construction list:
- Great Person rates: Musical Instruments (Prophet), Artistic Tradition (Artist), Clockwork (Engineer), Electromagnetism (Scientist), each 10% faster.
- Gold: from Silk (Insect Cultivation), Wine (Fermentation), Citrus (Apiculture), Iron (Cast Iron), Salt (Alchemy) and Uranium tiles (Radioactivity, and its elemental mirror Boundary Survey); from Markets (Zero and Place Value), Banks (Probability Theory), Harbors (Atmospheric Science), Broadcast Towers (Television, +2), Stock Exchanges (Fiber Optics) and Hydroponics Labs (Vertical Farming).
- Faster improvements (25%): Quarries (Grinding & Polishing), Farms (Mechanical Seed Drill), Railroads (Electric Motor), Lumber Mills (Wood Gas Production), all improvements (Planetary Engineering Theory).
- Construction (+15%): Libraries (Paper Making), Lighthouses (Glassmaking), Stadiums (Geodesic Structures), Land units (Synthetic Fibers).
- Other: Faith from Incense (Psychoactive Plant Knowledge), Culture from Museums (Static Electricity), Submarine strength (Life Support Systems), 10% lower building maintenance (Closed-Loop Ecology).
- Families of the same effect. Food carried over after growth: only the Kiln keeps it (10%). Farm Food: canonical Civil Service and Fertilizer carry it alone. Enclosed agriculture: the Hydroponics Lab is the one building; the Greenhouse and Desalination Plant keep only their terrain and coast bonuses.
- Kept although thin: the Weaver, the base building that two UNIQUE buildings replace (Silk Weavers, Tapa Workshop).
- Direct-Current Stations no longer fold +1 Happiness onto the Tramway, which is gone; the "trams ran on DC" point moves to the Electric Motor as faster Railroads.
- Result (typical city, fork Γ· base): Food 1.05β1.38Γ from the Classical era on; Culture 1.0β1.33Γ (Medieval 1.59Γ, mostly canonical); Happiness 1.02β1.37Γ. The Primitive and Ancient eras run higher on very small bases, and the Ancient surplus is canonical Classical buildings sitting on Ancient rows. Science and Production are unchanged. Gross Gold is 3.8β5.6Γ base, but net of upkeep a fork city still runs below base (β109 against β66 by the Space era).
- Left for Stage 3b. The ledger does not count growth, carry-over or healing percentages, and across the four disease paradigms they do not add up to the same: Germ worlds reach about +35% growth (Quarantine Station, Germ Theory, Antibiotics), Miasma worlds +20% and Humoral worlds +25%. The buildings whose only remaining effect is growth or unit healing stay until the ladders are decided.
- For Stage 5. When upkeep falls with building cost, net Gold rises; gross Gold must be re-checked then.
Summary: Every breakthrough carries a tangible benefit; 17 rows that had none now do.
- The rule. Every breakthrough carries a tangible benefit. Frontier breakthroughs may grant only an event and knowledge; opening a new focus counts as tangible, since the focus is visible and aimable. A breakthrough that only unlocks breakthroughs the player cannot see is not enough.
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The audit found 17 rows that failed it, most left empty by the power pass. Each now carries a benefit drawn from sources that do not break the power curve: Gold (net of upkeep, the fork runs below base Civ V), unit and military effects, map reveals, Great Person rates, knowledge events on the FTL path, and β in the Early Modern era, which has room β two folds restored at +1.
- Unit production: Charcoal Production (Melee +25%), Turbine Design (Water +15%), Vacuum Tube (Air +15%), Sealed Environments (Submarines +25%).
- Folds: Oxygen Theory (+1 Production from every Forge), Carnot Efficiency (+1 Production from every Engineer).
- Gold: Voltaic Pile (+1 from Silver and Gold Ore tiles), Cryogenics (+1 from every Factory).
- Other: Dam Construction (+1 Food from River tiles), Prosthetics (new Land units receive Medic), Nuclear Fission and its elemental mirror Bound-Energy Release (reveal Uranium within 20 tiles), Information Theory and Organic Neural Architecture (Great Scientists 10% faster), Quantum Mechanics (a report, and Great Engineers 10% faster).
- Reports on the FTL path: Antimatter Production, Dark Matter Identification.
- Production after the restored folds runs at 1.32β1.33Γ base from the Modern era on β accepted, on the principle (now in Β§7.0) that production and costs are tuned together, with build time as the invariant.
- Where costs stand. A city's full building set still costs 2.4β5Γ base Civ V's, so building everything takes 2β3.8Γ as long. The remaining stages address it: stage 3 (Food, Culture and Happiness) consolidates the many remnant buildings the first two stages left behind; stage 4 handles the rows whose only grants are world wonders; stage 5 tunes building and unit costs to the production ratio, so build times match base.
Summary: The middle eras filled: 21 breakthroughs grounded by re-homing canonical objects into their proper eras; Crank and Connecting Rod and Public Education CORE; Cavalry freed from gunpowder. ~549 breakthroughs.
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21 new breakthroughs for the thin Classical-to-Early-Modern stretch, each grounded by taking a canonical object that sat on a row that fitted it poorly β often an era early β so the whole set is power-neutral while moving power into its base-game era. Several reunite Civ V's own tech bundles.
- Classical: Professional Army (Terracotta Army, Heroic Epic), Long-Distance Trade (Petra, Trading post), Historiography (National Epic), Assaying (Mint); and Siege Warfare moves here from the Ancient era, where its Catapult is canonically Classical.
- Medieval: Stirrup (Knight), Concentric Fortification (Castle, Mughal Fort, Alhambra), Plate Armour (Longswordsman, Armory), Sternpost Rudder (Galleass), Double-Entry Bookkeeping (National Treasury), Scholastic Theology (Hagia Sophia, Great Mosque of Djenne, Grand Temple), Translation Movement (Oxford University), Tidal Mill (UNCOMMON: a mill for coastal cities without a river, never stacking with the Water Mill), Crank and Connecting Rod (Workshop, Longhouse).
- Early Modern: Newtonian Mechanics (+1 Range for Siege units), Longitude (Seaport), Nation-State (Constabulary, Police Station), Public Education (Public School), The Enlightenment (Museum, The Louvre), Opera (Opera House, Ceilidh Hall, Theatre, Sistine Chapel), Star Fort (Arsenal, Kremlin), Drill and Discipline (Military Academy, Brandenburg Gate, Cavalry).
- Two are CORE because Unciv's building chains require them: Crank and Connecting Rod (the Factory requires the Workshop, and every power plant the Factory) and Public Education (the Research Lab requires the Public School).
- No-gunpowder worlds: Drill and Discipline needs no gunpowder, so the Cavalry β previously behind Rifling β is now available there, where Β§5 says cavalry stays relevant longest; Star Fort accepts the Trebuchet in place of Cannons.
- Gearing gives up the Workshop and gains β¨[-25]% construction time for [Mine] improvementsβ© (geared hoists), so it carries a benefit of its own; the Pyramids' general speed-up stays unique to the Pyramids.
- Row text and Β§7 reconciled. The Knight, Pikeman and Theatre were assigned in Β§7 but named in no row; the Cavalry sat in Rifling's row while Β§7 placed it at Cavalry Tactics. Every moved object is now named in its row and reassigned in Β§7.
- Power: Ancient Production falls from 1.83Γ base to 1.17Γ, and Medieval from 1.40Γ to 1.29Γ; the Workshop and Seaport now arrive in their base-game eras. ~549 breakthroughs.
Summary: The late plants trade: Atomic-era alternatives below the Nuclear Plant, the Fusion Reactor moved to the Space era as Advanced Fission's contemporary (+8 against +6), the Great Work Reactor matching it.
- The Nuclear Plant is the reference. ES06 grants Unciv's own (+5 Production, +15%, upkeep 3, Uranium). Stage 2 had set every late plant to its output without checking their other terms, so three beat it outright: the Thorium Reactor (no Uranium, lower upkeep), the Micro-Reactor (half the cost, upkeep 1) and the elemental Quintessic Plant (no fuel, plus +2 with Uranium).
- Atomic-era alternatives now trade. Thorium Reactor +4 and +10% (no Uranium, lower upkeep); Micro-Reactor +3 and +10% (small, cheap); Quintessic Plant +3 and +10% on common matter, rising to exactly the Nuclear Plant's +5 and +15% when Uranium is held.
- Fusion is a Space-era plant. The Fusion Reactor (ES08) moves from Atomic to Space β commercial fusion is a 2000-onwards technology, and the Fusion Reactor was always the primary of a Competing Solution whose alternative, Advanced Fission, is Space-era. The physics (NP04, Nuclear Fusion) stays Atomic. Fusion Plant: +8 and +15%, no fuel, cost 1000, upkeep 4. Advanced Fission Plant: +6 and +15%, cost 750, upkeep 3, Uranium β cheaper to build and run, and the only such plant where fusion proves impossible. The elemental Great Work Reactor mirrors the Fusion Plant, and now shares its era.
- The RARE Space-era upgrades match fusion's output (+8, +15%): the Compact Fusion Plant and its elemental mirror the Compact Athanor keep their lower upkeep; the Cascade Reactor keeps its Uranium.
Summary: Power pass stage 2 (Production, and Science completed): grid plants calibrated to Unciv's own, Steam Works converts into the Factory, generic industry stripped; Production and Science now 1.0β1.26Γ base Civ V from the Early Modern era on. ~528 breakthroughs.
- The ledger, corrected. It now counts folds ("[+N Production] from all [X] buildings", once per city), reads specifications bracket-balanced (the grid plants' β¨Remove [{Power Plant} {non-[β¦]}]β© clauses had truncated them), models conversions (a building stops counting once its successor is available), and weights RARE-chain follow-ups by their gateway's rarity. Measured this way, Production ran at 3β4.9Γ base Civ V, and Science after stage 1 at 1.33β1.69Γ.
- Grid plants calibrated to Unciv's own. Early Modern: +1. Modern fuel plants (coal, oil, the biofuels, geothermal, tidal, caloric): +2 and +5%. Late plants (fusion, thorium, micro-fission, and the elemental reactors): +5 and +15%, the Nuclear Plant's own figures. Space-era plants: +6 and +15%. One plant per city, so the slot never runs more than a step past base. Every plant's percentage is now a real unique rather than prose.
- The Steam Works converts into the Factory (the Factory's derivation clause removes it; the Steam Works speeds its own replacement), completing the chain Engine House β Steam Works β Factory.
- Pairs trade evenly. Perceptron Laboratory +2 Production against the AI Lab's +2 Science; Refinery +2 and +1 from Oil tiles; the Bio-Refinery +1, weaker than its primary but needing no Oil.
- Generic industry stripped. Production removed from 31 buildings; 15 left with nothing were removed (among them the Turbine Hall, Dam, Nanofab, Composites Factory, Casimir Generator and its elemental mirror the Vacuum Tap). About one fold per era survives at +1 (Laws of Thermodynamics and Caloric Theory on the Steam Works, the Calorimetry Hall on the Cycle Forge, Lens Grinding on Scientists β now the Medieval Science landmark in place of the Printing House); the rest are stripped.
- Rows removed for want of dependents or mechanism: Rubber Vulcanization, Supercritical Steam and the Medium Reservoir. The Dam no longer duplicates the Hydro Plant: Dam Construction is now a prerequisite only.
- Result, per city from buildings: Production 1.06β1.25Γ base from the Early Modern era on (percentage bonuses 1.0β1.26Γ); Science 1.0β1.26Γ in every era. The Ancient (1.83Γ) and Medieval (1.40Γ) Production excess is canonical placement β the Workshop and Seaport sit an era early β and is addressed by the middle-era rows. ~528 breakthroughs.
Summary: Power pass stage 1 (Science): fork-made buildings keep Science only as one small landmark per era; per-city Science from buildings now 1.0β1.22Γ base Civ V. ~531 breakthroughs.
- The measurement. A per-city ledger compared every building a typical city could build, era by era, with base Civ V: flat and percentage yields, per-population and tile uniques, upkeep, exclusive groups counted once. The fork's canonical science matches base exactly; the excess β 3.8Γ base by the Medieval era, 6.5Γ by the Space era β came entirely from fork-made buildings, many of them a laboratory per field. Because Insight thresholds are calibrated to base science, this was the most consequential excess.
- The rule. Fork-made buildings no longer yield flat or percentage Science, except one small landmark per era: the Printing House (+1), Experimental Laboratory (+2), Nuclear Physics Lab and its elemental mirror the Deep Matter Lab (+2), and the AI Lab (+2, the science half of its Competing Solution with the Perceptron Laboratory) with the Computer Centre (+1). UNIQUE buildings and wonders are untouched for now.
- What changed. Science stripped from 45 buildings that keep other content; 30 buildings with nothing left removed. Two rows with no dependents and no content left are removed β Photonics (EN08) and Interstellar Communication (SE14) β by the rule that a row must justify its existence. Twelve rows now rest on their structural role alone: gateways for large chains (Quantum Mechanics, Nuclear Fission), FTL prerequisites, and Science Advisor reports.
- Result. Per-city Science from buildings measured 1.0β1.22Γ base Civ V β but that measurement omitted folds ("[+N Science] from all [X] buildings"); with folds it was 1.33β1.69Γ, corrected in v3.81. ~531 breakthroughs.
- Stages to come: Production; Food, Culture and Happiness; the rows whose only grants are world wonders.
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Checkpoint. v3.79 is the last version before the pass, preserved as
checkpoint_v3.79_pre-power-rebalance.mdwith its starting measurements inCHECKPOINTS.md.