Medicine - Heliomance/Uncharted-Horizons GitHub Wiki

Focus Areas · Design document §3

Available from: G03 (Herbal Medicine) + SO04 (Writing)

22 breakthroughs — CORE 3 · STANDARD 12 · UNCOMMON 3 · RARE 2 · UNIQUE 2 — Ancient – Space

Builds on: Foraging (5) · Observation (2) · Social Organization (2) · Animal Husbandry (1) · Philosophy and the Arts (3) · Water Management (1) · Mechanics (1) · Thermodynamics (1) · Chemistry (4) · Optics (2) · Electronics (1) · Materials Science (1) · Genetics (3)

Leads into: Animal Husbandry (1) · Computing (1) · Genetics (4) · Space Engineering (1)

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

Overview

ID Breakthrough Tier Era Prerequisites
MD01 Surgical Techniques STANDARD Ancient G03 (Herbal Medicine)
MD02 Quarantine Protocols STANDARD Classical MD01 + SO08 (Census)
MD03 Anatomy Study CORE Classical O03 (Animal Behavior Study) + G03 (Herbal Medicine) + O06 (Natural Philosophy — Alcmaeon's and Aristotle's dissections)
MD04 Vaccination STANDARD Early Modern MD03 + AH02 (Herd Animal Domestication — the milkmaid observation) + PH04 (Scientific Method — Jenner's trial)
MD05 Germ Theory CORE Modern MD03 + PH04 (Scientific Method) + OP03 (Telescope — the microscope)
MD06 Antibiotics STANDARD Atomic MD05 (Germ Theory validated) + CH07 (Organic Chemistry)
MD07 Anaesthesia STANDARD Modern MD01 + CH04 (Distillation) + CH05 (Oxygen Theory — the pneumatic chemists' gases)
MD08 Prosthetics UNCOMMON Modern MD03 + MC03 (Gearing)
MD09 Trepanation Tradition RARE Ancient MD01
MD10 Traditional Medicine Integration UNIQUE Classical G03 + MD03 + Diverse biome (3+ terrain types)
MD11 Gene Therapy STANDARD Atomic GN03 (Genetic Engineering) + MASS_MEDICINE token (MD06 germ, MD18 humoral, or MD16 miasma)
MD12 Cybernetic Enhancement RARE Atomic MD08 + EN03 (Integrated Circuit) + MS01 (Composites)
MD13 Cryogenic Preservation UNCOMMON Space MD11 + TH02 (Refrigeration — cryogenics)
MD14 Hot Spring Healing Tradition UNIQUE Ancient G03 (Herbal Medicine) + Volcanic region or Mountain biome
MD15 Contagion Experiments CORE Early Modern MD03 (Anatomy) + PH04 (Scientific Method)
MD16 Miasma Engineering STANDARD Modern MD15 (Miasma validated) + WM02 (Aqueduct)
MD17 Humoral Medicine STANDARD Modern MD15 (Humoral validated) + G03 (Herbal Medicine)
MD18 Humoral Pharmacology STANDARD Modern MD17 + CH04 (Distillation)
MD19 Temperament Engineering UNCOMMON Atomic MD18 + SO08 (Census)
MD20 Phage Therapy STANDARD Modern MD05 (Germ Theory validated) + OP03 (Telescope — the microscope)
MD21 Engineered Phages STANDARD Space MD20 + GN05 (Synthetic Biology)
MD-V01 Vital Essence Medicine STANDARD Atomic (MD18 or MD06 or MD16) + GN12 (Vital Essence Isolation)

Prerequisite map

flowchart LR
  n_MD01["MD01 Surgical Techniques"]:::STANDARD
  n_MD02["MD02 Quarantine Protocols"]:::STANDARD
  n_MD07["MD07 Anaesthesia"]:::STANDARD
  n_MD09["MD09 Trepanation Tradition"]:::RARE
  n_MD03["MD03 Anatomy Study"]:::CORE
  n_MD04["MD04 Vaccination"]:::STANDARD
  n_MD05["MD05 Germ Theory"]:::CORE
  n_MD06["MD06 Antibiotics"]:::STANDARD
  n_MD11["MD11 Gene Therapy"]:::STANDARD
  n_MD13["MD13 Cryogenic Preservation"]:::UNCOMMON
  n_MD_V01["MD-V01 Vital Essence Medicine"]:::STANDARD
  n_MD20["MD20 Phage Therapy"]:::STANDARD
  n_MD21["MD21 Engineered Phages"]:::STANDARD
  n_MD08["MD08 Prosthetics"]:::UNCOMMON
  n_MD12["MD12 Cybernetic Enhancement"]:::RARE
  n_MD10["MD10 Traditional Medicine Integration"]:::UNIQUE
  n_MD15["MD15 Contagion Experiments"]:::CORE
  n_MD16["MD16 Miasma Engineering"]:::STANDARD
  n_MD17["MD17 Humoral Medicine"]:::STANDARD
  n_MD18["MD18 Humoral Pharmacology"]:::STANDARD
  n_MD19["MD19 Temperament Engineering"]:::UNCOMMON
  n_MD14["MD14 Hot Spring Healing Tradition"]:::UNIQUE
  n_MD01 --> n_MD02
  n_MD03 --> n_MD04
  n_MD03 --> n_MD05
  n_MD05 --> n_MD06
  n_MD01 --> n_MD07
  n_MD03 --> n_MD08
  n_MD01 --> n_MD09
  n_MD03 --> n_MD10
  n_MD06 -.-> n_MD11
  n_MD18 -.-> n_MD11
  n_MD16 -.-> n_MD11
  n_MD08 --> n_MD12
  n_MD11 --> n_MD13
  n_MD03 --> n_MD15
  n_MD15 --> n_MD16
  n_MD15 --> n_MD17
  n_MD17 --> n_MD18
  n_MD18 --> n_MD19
  n_MD05 --> n_MD20
  n_MD20 --> n_MD21
  n_MD18 -.-> n_MD_V01
  n_MD06 -.-> n_MD_V01
  n_MD16 -.-> n_MD_V01
  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. 21 of these 22 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

MD01 · Surgical Techniques

  • Tier: STANDARD · Era: Ancient
  • Prerequisites: G03 (Herbal Medicine)
  • Unlocks: Surgeryⁿ [20/0; requires a Herbalist in this city; ⟨[Military] Units adjacent to this city heal [+10] HP per turn when healing⟩]. (Hospital moves to Germ Theory, MD05, in §7 — its +5 Food is a Modern-era yield.)
  • Notes: Surgery predates comparative anatomy by millennia — trepanation is Neolithic — so it rests on herbal medicine; the Medicine focus's own route (Herbal Medicine + Writing) keeps it Ancient.
  • Leads to: AH11 Veterinary Medicine, MD02 Quarantine Protocols, MD07 Anaesthesia, MD09 Trepanation Tradition

MD02 · Quarantine Protocols

  • Tier: STANDARD · Era: Classical
  • Prerequisites: MD01 + SO08 (Census)
  • Unlocks: Quarantine Stationⁿ [25/0; ⟨[+10]% growth [in this city]⟩].

MD03 · Anatomy Study

MD04 · Vaccination

  • Tier: STANDARD · Era: Early Modern
  • Prerequisites: MD03 + AH02 (Herd Animal Domestication — the milkmaid observation) + PH04 (Scientific Method — Jenner's trial)
  • Unlocks: ⟨[+10]% growth [in all cities]⟩ — the plague years end. Also discoverable through Animal Husbandry (the milkmaid observation).

MD05 · Germ Theory

MD06 · Antibiotics

  • Tier: STANDARD · Era: Atomic
  • Prerequisites: MD05 (Germ Theory validated) + CH07 (Organic Chemistry)
  • Unlocks: Medical Lab; ⟨All newly-trained [Military] units [in all cities] receive the [Medic] promotion⟩. Germ-exclusive. Grants MASS_MEDICINE (germ route). The primary of the infection Competing Solution; Phage Therapy (MD20) is its alternative. The canonical Medical Lab gains ⟨Remove [Phage Institute] [in this city]⟩ through the ruleset derivation: a city holds one or the other, and switches by building the other.
  • Notes: The magic bullet — but only if microbes are the enemy.
  • Leads to: MD11 Gene Therapy, MD-V01 Vital Essence Medicine

MD07 · Anaesthesia

  • Tier: STANDARD · Era: Modern
  • Prerequisites: MD01 + CH04 (Distillation) + CH05 (Oxygen Theory — the pneumatic chemists' gases)
  • Unlocks: ⟨[+5] HP when healing⟩ — surgery in the field.

MD08 · Prosthetics

  • Tier: UNCOMMON · Era: Modern
  • Prerequisites: MD03 + MC03 (Gearing)
  • Unlocks: ⟨All newly-trained [Land] units [in all cities] receive the [Medic] promotion⟩ — the wounded return to the line. Prerequisite for Cybernetic Enhancement (MD12).
  • Leads to: MD12 Cybernetic Enhancement

MD09 · Trepanation Tradition

  • Tier: RARE · Era: Ancient
  • Prerequisites: MD01
  • Unlocks: ⟨[+15]% Great Person generation [in all cities]⟩ (lives lengthened); ⟨[+1 Culture] [in capital]⟩.
  • Notes: What if early trepanation led to neurosurgical tradition?

MD10 · Traditional Medicine Integration

  • Tier: UNIQUE · Era: Classical
  • Prerequisites: G03 + MD03 + Diverse biome (3+ terrain types)
  • Unlocks: Apothecaryⁿ [75/1; +1 Happiness, +1 Gold; ⟨[Military] Units adjacent to this city heal [+10] HP per turn when healing⟩]. Civ unique: ⟨[+1 Happiness] [in all cities]⟩; +25% Insight to Medicine.
  • Notes: Chinese-inspired.

MD11 · Gene Therapy

MD12 · Cybernetic Enhancement

  • Tier: RARE · Era: Atomic
  • Prerequisites: MD08 + EN03 (Integrated Circuit) + MS01 (Composites)
  • Unlocks: All Military units gain the Augmentedⁿ promotion (⟨[+10]% Strength⟩); ⟨[+1 Production] from every specialist [in all cities]⟩; augmentation dilemmas via Events.json.

MD13 · Cryogenic Preservation

  • Tier: UNCOMMON · Era: Space
  • Prerequisites: MD11 + TH02 (Refrigeration — cryogenics)
  • Unlocks: Cryo Chamberⁿ [190/1; ⟨[+25]% Great Person generation [in this city]⟩].

MD14 · Hot Spring Healing Tradition

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: G03 (Herbal Medicine) + Volcanic region or Mountain biome
  • Unlocks: Thermal Bathⁿ [55/1; +2 Happiness, +1 Culture; ⟨Must be on [Hill]⟩ or ⟨Must have an owned [Volcanic] within [2] tiles⟩]; Hot Springⁿ [improvement on Hill and Volcanic; 5 turns; +1 Gold, +1 Culture]. Civ unique: ⟨[+1 Happiness] in cities on [Hill] tiles⟩.
  • Notes: Japanese onsen, Roman thermae, Icelandic hot springs.

MD15 · Contagion Experiments

  • Tier: CORE · Era: Early Modern
  • Prerequisites: MD03 (Anatomy) + PH04 (Scientific Method)
  • Unlocks: Contagion Laboratoryⁿ [national wonder; 200/0; +2 Science; on completion ⟨Triggers a [Contagion Experiments] event⟩ and Reveals this world's medicine: Germ Theory (MD05, ~60%), Miasma Engineering (MD16, ~20%) or Humoral Medicine (MD17, ~20%)]. The decisive experiment for FQ10 — the swan-neck flask and controlled exposure. Clear report either way.
  • Notes: Pasteur's flask. In some worlds the broth stays clear; in others, the air itself sickens, or the body's humours rule.
  • Leads to: MD16 Miasma Engineering, MD17 Humoral Medicine

MD16 · Miasma Engineering

  • Tier: STANDARD · Era: Modern
  • Prerequisites: MD15 (Miasma validated) + WM02 (Aqueduct)
  • Unlocks: Sanitation Worksⁿ [500/3; requires an Aqueduct in this city; +3 Food; ⟨[25]% Food is carried over after population increases [in this city]⟩ — stores kept sweet in clean air]; ⟨[+1 Food, +1 Production] from [Marsh] tiles [in all cities]⟩ (drained fens); ⟨[+25]% Strength <for [Siege] units> <vs cities> <when attacking>⟩ (miasma bombardment). The miasma world's Hospital and Medical Lab in one, an era before the Germ world's Medical Lab. Only in Miasma worlds. Grants DISEASE_THEORY and MASS_MEDICINE (miasma route).
  • Notes: Only in Miasma worlds (FQ10). The sanitationists were right for the wrong reason — except here, it's the right reason.
  • Leads to: MD11 Gene Therapy, MD-V01 Vital Essence Medicine

MD17 · Humoral Medicine

  • Tier: STANDARD · Era: Modern
  • Prerequisites: MD15 (Humoral validated) + G03 (Herbal Medicine)
  • Unlocks: Balancing Clinicⁿ [375/2; +2 Food; ⟨[Military] Units adjacent to this city heal [+15] HP per turn when healing⟩] — bloodletting, purging and diet genuinely cure here. Only in Humoral worlds. Grants DISEASE_THEORY.
  • Notes: Only in Humoral worlds (FQ10). Galen was right for two thousand years — here, forever.
  • Leads to: MD18 Humoral Pharmacology

MD18 · Humoral Pharmacology

  • Tier: STANDARD · Era: Modern
  • Prerequisites: MD17 + CH04 (Distillation)
  • Unlocks: Pharmacopoeiaⁿ [250/1; requires a Balancing Clinic in this city; ⟨[+10]% growth [in this city]⟩; ⟨[20]% Food is carried over after population increases [in this city]⟩]; ⟨[+5]% growth [in all cities]⟩. The humoral answer to antibiotics. Grants MASS_MEDICINE (humoral route).
  • Notes: Distilled bile and tincture where another world reaches for penicillin.
  • Leads to: MD11 Gene Therapy, MD19 Temperament Engineering, MD-V01 Vital Essence Medicine

MD19 · Temperament Engineering

  • Tier: UNCOMMON · Era: Atomic
  • Prerequisites: MD18 + SO08 (Census)
  • Unlocks: Four halls, one per city — the Choleric Hallⁿ [125/1; requires a Balancing Clinic in this city; ⟨[+15]% Production when constructing [Military] units [in this city]⟩; ⟨Regimen Hall⟩ (tag); ⟨Remove [{Regimen Hall} {non-[Choleric Hall]}] [in this city]⟩], the Sanguine Hallⁿ [375/2; requires a Balancing Clinic in this city; +2 Happiness; ⟨[+10]% growth [in this city]⟩; ⟨Regimen Hall⟩ (tag); ⟨Remove [{Regimen Hall} {non-[Sanguine Hall]}] [in this city]⟩], the Melancholic Hallⁿ [125/1; requires a Balancing Clinic in this city; ⟨[+25]% Great Person generation [in this city]⟩ — the temperament of genius; ⟨Regimen Hall⟩ (tag); ⟨Remove [{Regimen Hall} {non-[Melancholic Hall]}] [in this city]⟩] and the Phlegmatic Hallⁿ [125/1; requires a Balancing Clinic in this city; ⟨[-25]% Unhappiness from [Population] [in this city]⟩; ⟨Regimen Hall⟩ (tag); ⟨Remove [{Regimen Hall} {non-[Phlegmatic Hall]}] [in this city]⟩]. Each retires the others when it is completed, so a city holds one temperament at a time, and changes it by building another. Choose each city's temperament — a governance lever no germ world has.
  • Notes: The body politic, literally balanced.

MD20 · Phage Therapy

  • Tier: STANDARD · Era: Modern
  • Prerequisites: MD05 (Germ Theory validated) + OP03 (Telescope — the microscope)
  • Unlocks: Phage Instituteⁿ [250/1; requires a Hospital in this city; ⟨[+15]% growth [in this city]⟩; ⟨[15]% Food is carried over after population increases [in this city]⟩; ⟨Remove [Medical Lab] [in this city]⟩] — a library of bacteriophages, each matched to one strain. Grants MASS_MEDICINE (the phage route). The trade: no empire-wide effect — antibiotics are broad, cheap and mass-produced, and that is why they usually win; phages must be matched city by city, and an Institute occupies the slot a Medical Lab would. What phages keep is a future: engineered, they grow stronger (MD21). Competing Solution (§1.2): the alternative to Antibiotics (MD06), detour margin ×1.5 while Antibiotics exists in this world; if Antibiotics is discovered first this is never developed, and if it arrives later this persists — a city chooses between a Phage Institute and a Medical Lab, never both. Germ worlds only (FQ10).
  • Notes: Félix d'Hérelle was treating infections with phages in the 1920s; the Eliava Institute in Tbilisi kept the practice alive after the West chose penicillin, and resistance has brought it back.
  • Leads to: MD21 Engineered Phages

MD21 · Engineered Phages

  • Tier: STANDARD · Era: Space
  • Prerequisites: MD20 + GN05 (Synthetic Biology)
  • Unlocks: ⟨[+15]% growth [in all cities] <in cities with a [Phage Institute]>⟩ — phages designed rather than found: the Institutes double in worth. The late payoff for the harder road, and only for cities that took it. Germ worlds only.

MD-V01 · Vital Essence Medicine

  • Tier: STANDARD · Era: Atomic
  • Prerequisites: (MD18 or MD06 or MD16) + GN12 (Vital Essence Isolation)
  • Unlocks: Essence Clinicⁿ [250/1; ⟨[Military] Units adjacent to this city heal [+10] HP per turn when healing⟩; ⟨[+25]% Great Person generation [in this city]⟩]. Only in Vitalist worlds (FQ11); layers on any disease paradigm. Also discoverable through Genetics.
  • Notes: Where life itself is a substance, medicine becomes alchemy.
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