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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.

Overview

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

Prerequisite map

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
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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.

Breakthroughs

G01 · Plant Identification

G02 · Seed Saving

G03 · Herbal Medicine

G04 · Fermentation

  • 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.

G05 · Insect Cultivation

  • 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

G06 · Mycological Knowledge

  • 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).

G07 · Botanical Classification

G08 · Three Sisters Agriculture

  • 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.

G09 · Permaculture Principles

  • 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.

G10 · Psychoactive Plant Knowledge

  • Tier: UNCOMMON · Era: Primitive
  • Prerequisites: G01
  • Unlocks: ⟨[+1 Faith] from [Incense] tiles [in all cities]⟩ — resins burned for visions. Ceremony as inquiry.

G11 · Jungle Canopy Living

  • 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.

G12 · Dreamtime Pathways

  • 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.

G13 · Sacred Grove Tradition

  • 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.
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