Mining - Heliomance/Uncharted-Horizons GitHub Wiki
Focus Areas · Design document §3
Available from: S04 (Ore Identification)
Also reachable in this focus (dual-path; home focus in parentheses): Explosives / non-gunpowder (CH08, from Chemistry).
9 breakthroughs — CORE 5 · STANDARD 3 · UNIQUE 1 — Ancient – Space
Builds on: Fire (1) · Stonework (2) · Observation (1) · Construction (1) · Mechanics (1) · Chemistry (3) · Space Engineering (1)
Leads into: Fire (1) · Farming (1) · Metallurgy (3) · Construction (1) · Warfare (1) · Mechanics (1) · Chemistry (1) · Nuclear Physics (1) · Quintessic Physics (1) · Space Engineering (1) · Energy Systems (3)
The numbers count prerequisite links between this focus and the other. How to read the tables.
Resource System Note: Surface mineral deposits (copper, tin, gold, iron, gems) are revealed by S04 (Ore Identification) and become extractable through F04 (Smelting — for soft metals) and ME04 (Iron Smelting — for iron). The Mining focus is about going deeper, finding strategic resources, and improving extraction efficiency.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| MI05 | Deep Shaft Mining | CORE | Ancient | S04 + CO01 (Mud Brick — shaft support) |
| MI06 | Coal Discovery | CORE | Medieval | MI05 |
| MI06B | Volcanic Ash Processing | STANDARD | Ancient | S04 + Volcanic region |
| MI07 | Petroleum Discovery | CORE | Early Modern | MI05 + O08 (Geological Observation) + MC08 (Steam Engine — the steam-driven drilling rig, and an industry that wanted lamp oil) |
| MI08 | Saltpeter Mining | CORE | Medieval | MI05 + CH01 (Alchemy — saltpetre was an alchemist's find) |
| MI11 | Rare Earth Extraction | CORE | Atomic | MI05 + CH06 (Periodic Table) |
| MI12 | Asteroid Prospecting | STANDARD | Space | SE02 (Orbital Assembly) + MI05 |
| MI13 | Wood Gas Production | STANDARD | Early Modern | F03 (Charcoal) + CH05 (Oxygen Theory) |
| MI14 | Deep Earth Tradition | UNIQUE | Ancient | MI05 + Mountain/highland biome |
flowchart LR
n_MI05["MI05 Deep Shaft Mining"]:::CORE
n_MI06["MI06 Coal Discovery"]:::CORE
n_MI07["MI07 Petroleum Discovery"]:::CORE
n_MI08["MI08 Saltpeter Mining"]:::CORE
n_MI11["MI11 Rare Earth Extraction"]:::CORE
n_MI12["MI12 Asteroid Prospecting"]:::STANDARD
n_MI14["MI14 Deep Earth Tradition"]:::UNIQUE
n_MI06B["MI06B Volcanic Ash Processing"]:::STANDARD
n_MI13["MI13 Wood Gas Production"]:::STANDARD
n_MI05 --> n_MI06
n_MI05 --> n_MI07
n_MI05 --> n_MI08
n_MI05 --> n_MI11
n_MI05 --> n_MI12
n_MI05 --> n_MI14
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. 7 of these 9 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Ancient
- Prerequisites: S04 + CO01 (Mud Brick — shaft support)
- Unlocks: Reveals Silver and Salt (deep deposits — the second reveal); ⟨[+1 Production] from [Mine] tiles [in all cities]⟩. Going underground changes everything.
- Notes: Going underground changes everything.
- Leads to: MI06 Coal Discovery, MI07 Petroleum Discovery, MI08 Saltpeter Mining, MI11 Rare Earth Extraction, MI12 Asteroid Prospecting, MI14 Deep Earth Tradition, ME06 Damascus/Wootz Steel, NP01 Radioactivity, QM-E16 Boundary Survey, ES09 Geothermal Power
- Tier: CORE · Era: Medieval
- Prerequisites: MI05
-
Unlocks: Reveals Coal (the canonical Industrialization
revealedBy); ⟨[+1 Production] from [Coal] tiles [in all cities]⟩. Absent in FOSSIL_FUELS_ABSENT worlds, where there is no coal to discover: the Removal Truth gives Coal ⟨Doesn't generate naturally⟩, and a discovery with nothing to find does not exist. Charcoal and renewable paths substitute. - Notes: Prerequisite for Industrial revolution paths.
- Leads to: ME05 Steel Production, ME08 Blast Furnace
- Tier: STANDARD · Era: Ancient
- Prerequisites: S04 + Volcanic region
- Unlocks: Pozzolana Worksⁿ [20/0; cityHealth +10; ⟨[-25]% maintenance cost for [All] buildings [in this city]⟩; ⟨Must have an owned [Volcanic] within [2] tiles⟩]; ⟨[+1 Food] from [Volcanic] tiles [in all cities]⟩ (fertile ash). Prerequisite for Roman Concrete (CO04).
- Leads to: CO04 Roman Concrete
- Tier: CORE · Era: Early Modern
- Prerequisites: MI05 + O08 (Geological Observation) + MC08 (Steam Engine — the steam-driven drilling rig, and an industry that wanted lamp oil)
-
Unlocks: Reveals Oil (the canonical Biology
revealedBy); Oil well, Offshore Platform (improvements); ⟨[+1 Gold] from [Oil] tiles [in all cities]⟩ (kerosene). Absent in FOSSIL_FUELS_ABSENT worlds, where there is no petroleum to discover: the Removal Truth gives Oil ⟨Doesn't generate naturally⟩, and a discovery with nothing to find does not exist. Bio-organic chemistry and alcohol engines substitute. - Leads to: MC09 Internal Combustion Engine, CH09 Petrochemistry, ES05 Oil Power Plant
- Tier: CORE · Era: Medieval
- Prerequisites: MI05 + CH01 (Alchemy — saltpetre was an alchemist's find)
- Unlocks: Reveals Saltpeterⁿ (new strategic resource; on Desert, Plains and Hill tiles; improved by Mine; deposits of 2–4, like Iron); ⟨[+1] Unit Supply per city⟩ (preserved rations). The gunpowder strategic — consumed by the Musketman (WA10), the Cannon (WA22) and the Fireworks Ground (F07); the Air Rifleman (WA18) pointedly needs none. A civilisation in a gunpowder world without nitre fights with pikes and crossbows until Rifling (WA16), exactly as an iron-less civilisation fights with Pikemen — and trades or marches for it meanwhile. Valuable even in GUNPOWDER_ABSENT worlds.
- Notes: Valuable for food/military supply even in GUNPOWDER_ABSENT games.
- Leads to: F07 Advanced Pyrotechnics, FA16 Nitrate Fertiliser, WA10 Gunpowder
- Tier: CORE · Era: Atomic
- Prerequisites: MI05 + CH06 (Periodic Table)
- Unlocks: Reveals Rare Earthsⁿ (new strategic resource; on Hills and Mountain-adjacent tiles; improved by Mine; each deposit provides 2–4, like Aluminum); ⟨[+1 Science] from [Rare Earths] tiles [in all cities]⟩. The late-game high-tech strategic Civ V never had: consumed by the Microchip Foundry (EN03), the Fab (EN06), the Drone (WA20) and the Solar Farm (ES07), and a prerequisite for Miniaturisation (EN10). A civilisation without it cannot build the electronics line — or must trade, conquer, or (Substance worlds) transmute for it.
- Tier: STANDARD · Era: Space
- Prerequisites: SE02 (Orbital Assembly) + MI05
- Unlocks: Asteroid Mining Stationⁿ [940/5; ⟨Provides [2] [Iron]⟩; ⟨Provides [2] [Aluminum]⟩; ⟨Provides [2] [Aluminum] <after discovering [Orbital Resource Delivery]>⟩; ⟨Provides [2] [Rare Earths] <after discovering [Orbital Resource Delivery]>⟩; ⟨Limited to [3] per Civilization⟩] — the Recycling Center pattern: strategic resources from orbit end scarcity.
- Leads to: SE06 Orbital Resource Delivery
- Tier: STANDARD · Era: Early Modern
- Prerequisites: F03 (Charcoal) + CH05 (Oxygen Theory)
- Unlocks: ⟨[-25]% construction time for [Lumber mill] improvements⟩ — timber becomes fuel. Strategically critical in FOSSIL_FUELS_ABSENT worlds. Also discoverable through Chemistry.
- Notes: Historical: wood gas vehicles were widespread in WWII fuel-scarce Europe.
- Leads to: ES03-W Biomass Power Plant
- Tier: UNIQUE · Era: Ancient
- Prerequisites: MI05 + Mountain/highland biome
- Unlocks: Mining Templeⁿ [replaces Stone Works; 75/1; +1 Production, +1 Faith; ⟨[+1 Production] from [Mine] tiles [in this city]⟩; +5% Insight to Mining]. Civ unique: ⟨[+1 Production] from [{Mine} {Hill}] tiles [in all cities]⟩ — the mountain's mines are sacred, and they pay.
- Notes: Cornish/Saxon/Andean mining traditions where mining was a sacred craft.