Environmental Modifiers - Heliomance/Uncharted-Horizons GitHub Wiki
Design document §1.3
| Circumstance | Affected Focus Areas | Modifier |
|---|---|---|
| Coastal start | Seafaring, Trade | +30% Insight |
| River start | Farming, Trade, Construction | +20% Insight |
| Mountain/highland start | Mining, Metallurgy, Observation | +25% Insight |
| Dense forest start | Foraging, Medicine, Woodworking | +25% Insight |
| Desert/arid start | Observation, Trade, Water Management | +25% Insight |
| Island start | Seafaring | +50% Insight |
| Tundra/cold start | Fire, Animal Husbandry, Textiles | +30% Insight |
| Volcanic region | Metallurgy, Chemistry | +20% Insight |
| Diverse biome (3+ terrain types nearby) | Farming, Medicine, Foraging | +20% Insight |
| Isolated (no neighbors within X tiles) | Philosophy and the Arts, Mathematics | +15% Insight |
| Many neighbors | Warfare, Trade, Diplomacy | +20% Insight |
| Flood-prone river | Water Management, Construction | +30% Insight |
| Earthquake-prone | Construction (seismic techniques) | +25% Insight |
When a civilization faces a specific challenge (resource scarcity, military pressure, environmental stress), relevant Focus Areas gain temporary Insight bonuses. A civilization at war gains bonus Insight in Warfare. A civilization suffering famine gains bonus Insight in Farming. Necessity bonuses apply on top of the normal routing — as extra Insight to the relevant Focus regardless of which focus is active — so frontline innovation happens whether or not the state directs it.