Mechanics - Heliomance/Uncharted-Horizons GitHub Wiki

Focus Areas · Design document §3

Available from: MA01 (Geometry) + S03 (Quarrying)

Also reachable in this focus (dual-path; home focus in parentheses): Mechanical Weather Predictor (O15, from Observation); Stirling Engine Mastery (TH08, from Thermodynamics).

18 breakthroughs — CORE 9 · STANDARD 5 · RARE 4 — Primitive – Atomic

Builds on: Fire (1) · Stonework (1) · Social Organization (2) · Mining (1) · Metallurgy (4) · Mathematics (3) · Philosophy and the Arts (2) · Textiles & Materials (2) · Water Management (3) · Chemistry (3) · Electronics (1) · Computing (1)

Leads into: Observation (1) · Social Organization (1) · Mining (1) · Metallurgy (2) · Construction (2) · Seafaring (2) · Warfare (4) · Philosophy and the Arts (1) · Medicine (1) · Trade (1) · Textiles & Materials (1) · Water Management (1) · Thermodynamics (6) · Electricity (1) · Electronics (2) · Computing (1) · Quintessic Physics (2) · Quantum Physics (1) · Relativity & Cosmology (1) · Aeronautics (4) · Space Engineering (2) · Energy Systems (2)

The numbers count prerequisite links between this focus and the other. How to read the tables.

Overview

ID Breakthrough Tier Era Prerequisites
MC01 Wheel CORE Primitive S01 (Tool Knapping)
MC03 Gearing CORE Classical MC01 + MA01 (Geometry)
MC04 Windmill CORE Medieval MC03 (Gearing) + TX01 (Weaving — the sails' cloth)
MC05 Clockwork CORE Medieval MC03 + ME05 (Steel)
MC06 Printing Press CORE Medieval MC03 + TX10 (Paper Making) + SO04 (Writing)
MC07 Hero's Aeolipile (Early Steam) RARE Classical F01 + MC03 + WM01
MC08 Steam Engine CORE Early Modern ME08 (Blast Furnace — coal or charcoal) + (WM05 or MC04 — the millwright's gearing and shafts) + PH04 (Scientific Method — the air-pump physics of Boyle and Papin)
MC09 Internal Combustion Engine CORE Modern MC08 + ((MI07 + CH09) or (CH04 + CH07))
MC10 Precision Machining CORE Early Modern MC05 + ME05 (Steel)
MC11 Assembly Line STANDARD Modern MC10 + SO05 (Specialization)
MC12 Robotics STANDARD Atomic MC11 + CP01 (Computer) + EN03 (Integrated Circuit)
MC13 Perpetual Motion Understanding RARE Classical MC03 + PH01 (Formal Logic)
MC14 Babbage Mechanical Computer RARE Early Modern MC05 + MC10 + MA07 (Binary Math)
MC15 Mainspring Energy Storage RARE Medieval MC05 + ME05 (Steel)
MC16 Clockwork Automaton STANDARD Medieval MC15 + MC05
MC17 Spring-Powered Vehicle STANDARD Early Modern MC15 + MC01 (Wheel)
MC18 Clockwork Analytical Engine STANDARD Early Modern MC16 + MC14 (Babbage) + MA07 (Binary Math)
MC19 Crank and Connecting Rod CORE Medieval MC03 (Gearing) + (WM05 or MC04 — a water or wind mill to turn the crank)

Prerequisite map

flowchart LR
  n_MC01["MC01 Wheel"]:::CORE
  n_MC03["MC03 Gearing"]:::CORE
  n_MC04["MC04 Windmill"]:::CORE
  n_MC08["MC08 Steam Engine"]:::CORE
  n_MC09["MC09 Internal Combustion Engine"]:::CORE
  n_MC19["MC19 Crank and Connecting Rod"]:::CORE
  n_MC05["MC05 Clockwork"]:::CORE
  n_MC10["MC10 Precision Machining"]:::CORE
  n_MC11["MC11 Assembly Line"]:::STANDARD
  n_MC12["MC12 Robotics"]:::STANDARD
  n_MC14["MC14 Babbage Mechanical Computer"]:::RARE
  n_MC18["MC18 Clockwork Analytical Engine"]:::STANDARD
  n_MC15["MC15 Mainspring Energy Storage"]:::RARE
  n_MC16["MC16 Clockwork Automaton"]:::STANDARD
  n_MC17["MC17 Spring-Powered Vehicle"]:::STANDARD
  n_MC06["MC06 Printing Press"]:::CORE
  n_MC07["MC07 Hero's Aeolipile (Early Steam)"]:::RARE
  n_MC13["MC13 Perpetual Motion Understanding"]:::RARE
  n_MC01 --> n_MC03
  n_MC03 --> n_MC04
  n_MC03 --> n_MC05
  n_MC03 --> n_MC06
  n_MC03 --> n_MC07
  n_MC04 -.-> n_MC08
  n_MC08 --> n_MC09
  n_MC05 --> n_MC10
  n_MC10 --> n_MC11
  n_MC11 --> n_MC12
  n_MC03 --> n_MC13
  n_MC05 --> n_MC14
  n_MC10 --> n_MC14
  n_MC05 --> n_MC15
  n_MC15 --> n_MC16
  n_MC05 --> n_MC16
  n_MC15 --> n_MC17
  n_MC01 --> n_MC17
  n_MC16 --> n_MC18
  n_MC14 --> n_MC18
  n_MC03 --> n_MC19
  n_MC04 -.-> n_MC19
  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. 16 of these 18 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

MC01 · Wheel

MC03 · Gearing

MC04 · Windmill

  • Tier: CORE · Era: Medieval
  • Prerequisites: MC03 (Gearing) + TX01 (Weaving — the sails' cloth)
  • Unlocks: Windmill — the mill for country with no river to turn one. Where there is no Water Mill, it drives the industrial chain in its place: the crank (MC19), the Blast Furnace's bellows, Plate Armour's hammers and the Steam Engine's gearing. Also discoverable through Energy Systems.
  • Notes: CORE (v3.117) as the Water Mill's alternative for a civilisation without a river or water source. Sistan's vertical-axis mills (10th c.) needed no gears; the European post mill (1185) took the water mill's; the Dutch wind sawmill of the 1590s put a crankshaft on one.
  • Leads to: ME08 Blast Furnace, ME18 Plate Armour, MC08 Steam Engine, MC19 Crank and Connecting Rod

MC05 · Clockwork

MC06 · Printing Press

  • Tier: CORE · Era: Medieval
  • Prerequisites: MC03 + TX10 (Paper Making) + SO04 (Writing)
  • Unlocks: ⟨[+10]% [Science] [in all cities]⟩ (Insight is science); Leaning Tower of Pisa (world wonder). Switches Knowledge Diffusion to its post-press phase (Section 1.2). The most important breakthrough in the game.
  • Notes: Most important breakthrough in the game.
  • Leads to: SO16 Public Education, PH04 Scientific Method

MC07 · Hero's Aeolipile (Early Steam)

  • Tier: RARE · Era: Classical
  • Prerequisites: F01 + MC03 + WM01
  • Unlocks: Unlocks Thermodynamics focus, centuries early; Steam Templeⁿ [100/1; +2 Faith, +1 Culture, +1 Production]. Seed of the Early Steam chain (TH13/TH14).
  • Notes: What if Hero of Alexandria's steam engine was taken seriously?
  • Leads to: TH13 The Weight of the Air

MC08 · Steam Engine

  • Tier: CORE · Era: Early Modern
  • Prerequisites: ME08 (Blast Furnace — coal or charcoal) + (WM05 or MC04 — the millwright's gearing and shafts) + PH04 (Scientific Method — the air-pump physics of Boyle and Papin)
  • Unlocks: Steam Worksⁿ [250/2; requires a Workshop in this city; +2 Production; Engineer ×1; ⟨Remove [Engine House] [in this city]⟩; ⟨[+100]% Production when constructing [Factory] buildings [in this city]⟩ — built where an Engine House stands, it converts it]; Big Ben (world wonder); unlocks Thermodynamics if not already open. Prerequisite for the Railway (CO23). Costs ×0.5 if the Atmospheric Engine (TH14) is known (a multiplier, §1.2).
  • Notes: Watt's separate condenser (1769) began as a repair to a model Newcomen engine, hence the Atmospheric Engine's discount. Where no Atmospheric Engine came first, Newcomen's engine is folded in here — and it ran for decades before oxygen chemistry existed, so this needs the Scientific Method, not Oxygen Theory.
  • Leads to: MI07 Petroleum Discovery, CO23 Railway Network, MC09 Internal Combustion Engine, TH01 Laws of Thermodynamics, TH08 Stirling Engine Mastery, TH09 Caloric Theory

MC09 · Internal Combustion Engine

  • Tier: CORE · Era: Modern
  • Prerequisites: MC08 + ((MI07 + CH09) or (CH04 + CH07))
  • Unlocks: Landship, Tank, Anti-Tank Gun (units — Tank requires Oil; the Landship and Tank take this row as their requiredTech). Distillery Fuel Depotⁿ [375/2; requires a Distillery in this city; ⟨Provides [1] [Oil] <when number of [Worked [Farm] Tiles in this city] is more than [2]>⟩; ⟨[-20]% growth [in this city] <when number of [Worked [Farm] Tiles in this city] is more than [2]>⟩] — grain into spirit, only while its city works at least three Farms; ethanol counts as Oil, so it fuels any tank, battleship or aircraft, and its cost scales with the surplus the grain would have become. Either fuel opens the engine — petroleum refined where there are wells (Petroleum Discovery and Petrochemistry), distilled alcohol where there are none (Distillation and Organic Chemistry) — and every civilisation can raise Depots: an expensive way to get Oil, worth it to a civilisation short of wells, or to one pushing to field more tanks and aircraft than its wells could fuel. Also discoverable through Chemistry.
  • Notes: Brazil ran its economy on ethanol, and fuel-starved Europe ran its cars on alcohol and wood gas in the Second World War.
  • Leads to: AE02 Dirigible/Airship, AE03 Heavier-Than-Air Flight, ES05 Oil Power Plant, ES05-W Alcohol/Biogas Power Plant

MC10 · Precision Machining

MC11 · Assembly Line

  • Tier: STANDARD · Era: Modern
  • Prerequisites: MC10 + SO05 (Specialization)
  • Unlocks: Machine Gun (unit) — the line moves, the workers stand; ⟨[+15]% Production when constructing [All] buildings [in all cities]⟩; ⟨[+25]% Production when constructing [Military Base] buildings [in all cities]⟩ — buildings made on the line, too: forward bases in weeks (Prefabrication, merged here in v3.100).
  • Leads to: CO14 3D Printed Construction, MC12 Robotics

MC12 · Robotics

MC13 · Perpetual Motion Understanding

  • Tier: RARE · Era: Classical
  • Prerequisites: MC03 + PH01 (Formal Logic)
  • Unlocks: ⟨[+1 Production] from all [Water Mill] buildings⟩; ⟨[+1 Production] from all [Windmill] buildings⟩ — knowing what cannot be done makes every engine better; +15% Insight to Thermodynamics and Energy.
  • Notes: Insight from the negative result.

MC14 · Babbage Mechanical Computer

MC15 · Mainspring Energy Storage

  • Tier: RARE · Era: Medieval
  • Prerequisites: MC05 + ME05 (Steel)
  • Unlocks: Clockwork Toy Worksⁿ [105/1; +1 Happiness, +2 Gold]; ⟨[+1 Production] [in all cities] <in cities without a [Water Mill]>⟩ — spring power where water gives none. In ENHANCED_SPRINGS worlds the whole Clockwork path is dramatically more viable.
  • Notes: What if metallurgy produced springs that stored far more energy?
  • Leads to: MC16 Clockwork Automaton, MC17 Spring-Powered Vehicle

MC16 · Clockwork Automaton

  • Tier: STANDARD · Era: Medieval
  • Prerequisites: MC15 + MC05
  • Unlocks: Automatonⁿ [unit, Civilian; cost 90; mv 2; ⟨Can build [Land] improvements on tiles⟩; ⟨[-100]% maintenance costs⟩ — needs no pay]; Automated Workshopⁿ [105/1; requires a Workshop in this city; +2 Production; ⟨[+1 Production] from every specialist [in this city]⟩]; The Mechanical Turkⁿ [world wonder; 250; +3 Culture, +2 Science; Great Scientist points 2]. Halves the cost of MC14.
  • Notes: Vaucanson's Duck, but useful.
  • Leads to: MC18 Clockwork Analytical Engine

MC17 · Spring-Powered Vehicle

  • Tier: STANDARD · Era: Early Modern
  • Prerequisites: MC15 + MC01 (Wheel)
  • Unlocks: ⟨[+1] Movement <for [Civilian] units>⟩ — wind it at the city and drive until it stops. In ENHANCED_SPRINGS worlds these rival early steam and need no fuel at all.
  • Notes: Range limited by spring tension — unless springs are better than expected.

MC18 · Clockwork Analytical Engine

  • Tier: STANDARD · Era: Early Modern
  • Prerequisites: MC16 + MC14 (Babbage) + MA07 (Binary Math)
  • Unlocks: Analytical Engineⁿ [national wonder; 300/0; +6 Science; ⟨[+15]% [Science] [in this city]⟩]; opens the Computing focus with no electrical prerequisite. The clockwork computing path — slower than silicon, centuries earlier.
  • Notes: Babbage's dream fully realized.

MC19 · Crank and Connecting Rod

  • Tier: CORE · Era: Medieval
  • Prerequisites: MC03 (Gearing) + (WM05 or MC04 — a water or wind mill to turn the crank)
  • Unlocks: Workshop (and the Iroquois Longhouse) — rotation turned into strokes: mills that saw, hammer and pump. CORE because Unciv's Factory requires the Workshop, and every power plant the Factory.
  • Notes: Al-Jazari (1206); Cornelis Corneliszoon's wind-powered sawmill (1590s) put the crank on a windmill.
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