Foraging - Heliomance/Uncharted-Horizons GitHub Wiki
Focus Areas · Design document §3
Available from: Game Start
13 breakthroughs — CORE 4 · STANDARD 1 · UNCOMMON 3 · RARE 1 · UNIQUE 4 — Primitive – Classical
Builds on: Fire (1) · Social Organization (1)
Leads into: Fire (1) · Farming (5) · Construction (1) · Seafaring (1) · Medicine (5) · Trade (1) · Textiles & Materials (3)
The numbers count prerequisite links between this focus and the other. How to read the tables.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| G01 | Plant Identification | CORE | Primitive | None |
| G02 | Seed Saving | CORE | Primitive | G01 |
| G03 | Herbal Medicine | CORE | Primitive | G01 |
| G04 | Fermentation | STANDARD | Primitive | G01 + F01 |
| G05 | Insect Cultivation | UNCOMMON | Primitive | G01 |
| G06 | Mycological Knowledge | UNCOMMON | Ancient | G01 |
| G07 | Botanical Classification | CORE | Classical | G01 + SO04 (Writing) |
| G08 | Three Sisters Agriculture | UNIQUE | Primitive | G02 + Temperate or Tropical biome + River or Wetland terrain |
| G09 | Permaculture Principles | RARE | Primitive | G01 + G02 + Forest biome |
| G10 | Psychoactive Plant Knowledge | UNCOMMON | Primitive | G01 |
| G11 | Jungle Canopy Living | UNIQUE | Primitive | G01 + Dense jungle/tropical biome |
| G12 | Dreamtime Pathways | UNIQUE | Primitive | G01 + Desert/arid biome + Isolated start |
| G13 | Sacred Grove Tradition | UNIQUE | Primitive | G01 + Dense forest (temperate) biome |
flowchart LR
n_G01["G01 Plant Identification"]:::CORE
n_G02["G02 Seed Saving"]:::CORE
n_G08["G08 Three Sisters Agriculture"]:::UNIQUE
n_G09["G09 Permaculture Principles"]:::RARE
n_G03["G03 Herbal Medicine"]:::CORE
n_G04["G04 Fermentation"]:::STANDARD
n_G05["G05 Insect Cultivation"]:::UNCOMMON
n_G06["G06 Mycological Knowledge"]:::UNCOMMON
n_G07["G07 Botanical Classification"]:::CORE
n_G10["G10 Psychoactive Plant Knowledge"]:::UNCOMMON
n_G11["G11 Jungle Canopy Living"]:::UNIQUE
n_G12["G12 Dreamtime Pathways"]:::UNIQUE
n_G13["G13 Sacred Grove Tradition"]:::UNIQUE
n_G01 --> n_G02
n_G01 --> n_G03
n_G01 --> n_G04
n_G01 --> n_G05
n_G01 --> n_G06
n_G01 --> n_G07
n_G02 --> n_G08
n_G01 --> n_G09
n_G02 --> n_G09
n_G01 --> n_G10
n_G01 --> n_G11
n_G01 --> n_G12
n_G01 --> n_G13
classDef CORE fill:#dbeafe,stroke:#1d4ed8,color:#0b1b3b
classDef STANDARD fill:#f1f5f9,stroke:#64748b,color:#0f172a
classDef UNCOMMON fill:#dcfce7,stroke:#15803d,color:#052e16
classDef RARE fill:#fef3c7,stroke:#b45309,color:#3b2005
classDef UNIQUE fill:#fae8ff,stroke:#a21caf,color:#3b0a3f
Prerequisites within this focus. Box colour is the tier (blue CORE, grey STANDARD, green UNCOMMON, amber RARE, purple UNIQUE); dotted arrows are alternatives (“or”); a line can pass behind another box, so follow it from its start. 2 of these 13 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Primitive
- Prerequisites: None
- Unlocks: Forager's Hutⁿ [10/0; +1 Food]. Edible plants and simple remedies; the first building of every camp.
- Notes: Foundation.
- Leads to: G02 Seed Saving, G03 Herbal Medicine, G04 Fermentation, G05 Insect Cultivation, G06 Mycological Knowledge, G07 Botanical Classification, G09 Permaculture Principles, G10 Psychoactive Plant Knowledge, G11 Jungle Canopy Living, G12 Dreamtime Pathways, G13 Sacred Grove Tradition, TR12 Potlatch Economy, TX01 Weaving, TX02 Dyeing
- Tier: CORE · Era: Primitive
- Prerequisites: G01
- Unlocks: Farm (improvement); unlocks Farming focus.
- Notes: The moment someone realizes you can plant seeds deliberately.
- Leads to: F09 Controlled Burn Agriculture, G08 Three Sisters Agriculture, G09 Permaculture Principles, FA01 Irrigation, FA02 Crop Rotation, FA03 Selective Breeding, FA14 Pastoral Nomadism, CO01 Mud Brick Construction, SF17 Reed Boat Mastery
- Tier: CORE · Era: Primitive
- Prerequisites: G01
- Unlocks: Herbalistⁿ [10/0; ⟨[Military] Units adjacent to this city heal [+5] HP per turn when healing⟩].
- Leads to: MD01 Surgical Techniques, MD03 Anatomy Study, MD10 Traditional Medicine Integration, MD14 Hot Spring Healing Tradition, MD17 Humoral Medicine
- Tier: STANDARD · Era: Primitive
- Prerequisites: G01 + F01
- Unlocks: ⟨[+1 Gold] from [Wine] tiles [in all cities]⟩ — fermentation makes the grape a trade good. Beer may have driven civilisation.
- Notes: Beer may have driven civilization.
- Tier: UNCOMMON · Era: Primitive
- Prerequisites: G01
- Unlocks: ⟨[+1 Gold] from [Silk] tiles [in all cities]⟩ — sericulture. Protein on any terrain. Prerequisite for Silk Production (TX03).
- Leads to: TX03 Silk Production
- Tier: UNCOMMON · Era: Ancient
- Prerequisites: G01
- Unlocks: Mushroom Cellarⁿ [30/0; ⟨[+1 Food] from [Forest] tiles [in this city]⟩; ⟨[+1 Food] from [Jungle] tiles [in this city]⟩ — mushrooms from woods left standing]. A path less travelled: nothing needs it, but a civilisation that knows its moulds and ferments early is quicker down a whole biological lane — it makes Antibiotics (MD06), Bio-Organic Synthesis (CH09-W) and Biomass/Biogas (ES13) cost ×0.5 (a multiplier, §1.2). Each is applied as a head start (§1.2).
- Tier: CORE · Era: Classical
- Prerequisites: G01 + SO04 (Writing)
- Unlocks: Garden; Plantation (improvement); +10% Insight to Farming and Medicine.
- Leads to: FA03 Selective Breeding
- Tier: UNIQUE · Era: Primitive
- Prerequisites: G02 + Temperate or Tropical biome + River or Wetland terrain
- Unlocks: Three Sisters Plotⁿ [replaces Granary; 60/1; +2 Food; ⟨[+1 Food] from [Wheat] tiles [in this city]⟩; ⟨[+1 Food] from [Bananas] tiles [in this city]⟩]. Civ unique: ⟨[+1 Food] from [{River} {Grassland}] tiles [in all cities]⟩ — companion planting on fertile river land.
- Notes: Haudenosaunee-inspired. Complementary crop sets arise naturally in warm, fertile regions.
- Tier: RARE · Era: Primitive
- Prerequisites: G01 + G02 + Forest biome
- Unlocks: Food Forestⁿ [improvement on Forest or Jungle; 10 turns; +2 Food; ⟨Does not need removal of [Forest]⟩; ⟨Does not need removal of [Jungle]⟩]. Food forever, without felling.
- Notes: Speculative early permaculture.
- Tier: UNCOMMON · Era: Primitive
- Prerequisites: G01
- Unlocks: ⟨[+1 Faith] from [Incense] tiles [in all cities]⟩ — resins burned for visions. Ceremony as inquiry.
- Tier: UNIQUE · Era: Primitive
- Prerequisites: G01 + Dense jungle/tropical biome
- Unlocks: Canopy Marketⁿ [replaces Market; 100/0; +2 Gold; Gold +25%; Merchant ×1; ⟨[+1 Gold] from [Jungle] tiles [in this city]⟩]. Civ unique: ⟨[+1 Food] from [Jungle] tiles [in all cities]⟩ — every jungle tile feeds you, so felling one costs you.
- Notes: Amazonian/Southeast Asian arboreal traditions.
- Tier: UNIQUE · Era: Primitive
- Prerequisites: G01 + Desert/arid biome + Isolated start
- Unlocks: Songline Waystationⁿ [20/0; ⟨[+1 Gold] from each Trade Route⟩; ⟨[+1 Culture] from [Desert] tiles [in this city]⟩]. Civ uniques: all Land units gain the Songlineⁿ promotion (⟨Double movement in [Desert]⟩; ⟨[+1] Sight⟩), and ⟨[+1 Culture] from [Desert] tiles [in all cities]⟩. The featureless land is a map you carry in your head.
- Notes: Aboriginal Australian-inspired.
- Tier: UNIQUE · Era: Primitive
- Prerequisites: G01 + Dense forest (temperate) biome
- Unlocks: Sacred Groveⁿ [improvement on Forest; 6 turns; +1 Faith, +1 Culture; ⟨Does not need removal of [Forest]⟩; ⟨Irremovable⟩ — the grove cannot be chopped]. Civ unique: ⟨[+1 Faith] from [Forest] tiles without [Improvement] [in all cities]⟩ — the uncut forest is itself a temple.
- Notes: Celtic/Germanic/Japanese sacred forest traditions.