Seafaring - Heliomance/Uncharted-Horizons GitHub Wiki

Focus Areas · Design document §3

Available from: Coastal or River location, or S03 (Quarrying) + O01 (Star Observation) for inland civs

Also reachable in this focus (dual-path; home focus in parentheses): Greek Fire (F06, from Fire).

18 breakthroughs — CORE 5 · STANDARD 8 · RARE 1 · UNIQUE 4 — Primitive – Atomic

Builds on: Foraging (1) · Stonework (1) · Observation (3) · Metallurgy (3) · Construction (3) · Warfare (1) · Trade (1) · Textiles & Materials (1) · Mechanics (2) · Chemistry (1) · Optics (1) · Nuclear Physics (1) · Quintessic Physics (1) · Aeronautics (1)

Leads into: Observation (1) · Warfare (2) · Aeronautics (1)

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

Overview

ID Breakthrough Tier Era Prerequisites
SF01 Reed/Log Raft CORE Primitive Coastal or River location
SF02 Dugout Canoe CORE Primitive SF01 + S01 (Tool Knapping)
SF03 Sail Invention CORE Ancient SF02 + TX01 (Weaving)
SF04 Celestial Navigation CORE Ancient SF03 + O01 (Star Tracking)
SF05 Trireme/Galley Construction STANDARD Classical SF03 + CO02
SF06 Polynesian Wayfinding UNIQUE Ancient SF04 + Island start + O01
SF07 Viking Longship UNIQUE Medieval SF03 + ME04 (Iron Smelting) + cold/coastal biome
SF08 Compass CORE Medieval O08 (Geological Observation — the lodestone) + SF04
SF09 Caravel/Deep Ocean Ship STANDARD Medieval SF08 + SF05 (Trireme/Galley) + ME04 (Iron Smelting)
SF10 Drydock STANDARD Medieval SF05 + CO03 (Arch)
SF11 Ship of the Line STANDARD Early Modern SF09 + WA22 (Cannons)
SF12 Ironclad STANDARD Modern SF11 + ME08
SF13 Submarine STANDARD Modern SF12 + CO11 (Reinforced Concrete) + CH05 (Oxygen Theory) + OP01 (Glassmaking) + MC03 (Gearing)
SF14 Nuclear Submarine STANDARD Atomic SF13 + (NP03 Nuclear Fission, or QM-E02 Bound-Energy Release)
SF15 Ekranoplan RARE Atomic SF12 + AE03 (Flight)
SF16 Dhow Monsoon Trading UNIQUE Classical SF05 + TR01 + Desert/arid coastal biome
SF17 Reed Boat Mastery UNIQUE Primitive SF01 + G02 + Lake/wetland or River biome
SF19 Longitude STANDARD Early Modern SF09 (Caravel) + MC05 (Clockwork)

Prerequisite map

flowchart LR
  n_SF01["SF01 Reed/Log Raft"]:::CORE
  n_SF02["SF02 Dugout Canoe"]:::CORE
  n_SF03["SF03 Sail Invention"]:::CORE
  n_SF04["SF04 Celestial Navigation"]:::CORE
  n_SF06["SF06 Polynesian Wayfinding"]:::UNIQUE
  n_SF08["SF08 Compass"]:::CORE
  n_SF09["SF09 Caravel/Deep Ocean Ship"]:::STANDARD
  n_SF11["SF11 Ship of the Line"]:::STANDARD
  n_SF12["SF12 Ironclad"]:::STANDARD
  n_SF13["SF13 Submarine"]:::STANDARD
  n_SF14["SF14 Nuclear Submarine"]:::STANDARD
  n_SF15["SF15 Ekranoplan"]:::RARE
  n_SF19["SF19 Longitude"]:::STANDARD
  n_SF05["SF05 Trireme/Galley Construction"]:::STANDARD
  n_SF10["SF10 Drydock"]:::STANDARD
  n_SF16["SF16 Dhow Monsoon Trading"]:::UNIQUE
  n_SF07["SF07 Viking Longship"]:::UNIQUE
  n_SF17["SF17 Reed Boat Mastery"]:::UNIQUE
  n_SF01 --> n_SF02
  n_SF02 --> n_SF03
  n_SF03 --> n_SF04
  n_SF03 --> n_SF05
  n_SF04 --> n_SF06
  n_SF03 --> n_SF07
  n_SF04 --> n_SF08
  n_SF08 --> n_SF09
  n_SF05 --> n_SF09
  n_SF05 --> n_SF10
  n_SF09 --> n_SF11
  n_SF11 --> n_SF12
  n_SF12 --> n_SF13
  n_SF13 --> n_SF14
  n_SF12 --> n_SF15
  n_SF05 --> n_SF16
  n_SF01 --> n_SF17
  n_SF09 --> n_SF19
  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. 17 of these 18 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

SF01 · Reed/Log Raft

  • Tier: CORE · Era: Primitive
  • Prerequisites: Coastal or River location
  • Unlocks: Fishing Boats (improvement); Work Boats (unit). The coast becomes food.
  • Leads to: SF02 Dugout Canoe, SF17 Reed Boat Mastery

SF02 · Dugout Canoe

  • Tier: CORE · Era: Primitive
  • Prerequisites: SF01 + S01 (Tool Knapping)
  • Unlocks: ⟨Enables embarkation for land units⟩ (the canonical Optics unique — the first boats that carry people). River and shallow-water travel.
  • Leads to: SF03 Sail Invention

SF03 · Sail Invention

  • Tier: CORE · Era: Ancient
  • Prerequisites: SF02 + TX01 (Weaving)
  • Unlocks: Lighthouse; The Great Lighthouse (world wonder); ⟨[+1] Movement <for [Embarked] units>⟩ (sail on the transports). Portⁿ [40/1; +1 Gold; ⟨[+1 Gold] from [Water resource] tiles [in this city]⟩; ⟨Must be next to [Coast]⟩] — the sea pays before it connects (over-water connection arrives with the Harbor, SF08); the Phoenicians traded as soon as they sailed (Maritime Trade, merged here in v3.102).
  • Leads to: SF04 Celestial Navigation, SF05 Trireme/Galley Construction, SF07 Viking Longship

SF04 · Celestial Navigation

SF05 · Trireme/Galley Construction

SF06 · Polynesian Wayfinding

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: SF04 + Island start + O01
  • Unlocks: ⟨Free Great Person⟩ (a Triggerable, once — the Wayfinder); Wayfinder's Hallⁿ [55/1; +1 Culture; ⟨[+1 Food] from [Ocean] tiles [in this city]⟩]. Civ uniques: ⟨[+1] Movement <for [Water] units>⟩ and ⟨[+1] Sight <for [Water] units>⟩ — the stars, the swells and the birds are chart enough.

SF07 · Viking Longship

  • Tier: UNIQUE · Era: Medieval
  • Prerequisites: SF03 + ME04 (Iron Smelting) + cold/coastal biome
  • Unlocks: Longshipⁿ [unit, Melee Water; cost 60; mv 5; str 12; ⟨Can carry [1] [Land] units⟩ — the raiding party aboard]. Civ uniques: ⟨[+1] Movement <for [Embarked] units>⟩; ⟨No movement cost to pillage⟩ (for Melee units). Rivers, coasts, and what lies on them.
  • Leads to: WA25 Berserker Tradition

SF08 · Compass

  • Tier: CORE · Era: Medieval
  • Prerequisites: O08 (Geological Observation — the lodestone) + SF04
  • Unlocks: Harbor; ⟨[+1] Movement <for [Water] units>⟩. Never lost again.
  • Leads to: SF09 Caravel/Deep Ocean Ship

SF09 · Caravel/Deep Ocean Ship

  • Tier: STANDARD · Era: Medieval
  • Prerequisites: SF08 + SF05 (Trireme/Galley) + ME04 (Iron Smelting)
  • Unlocks: Caravel (unit). The far shore is reachable. Galleass (unit) — a hinged rudder on the centreline steers a far larger hull: the rudder made the great hulls possible (Sternpost Rudder, merged here in v3.105).
  • Leads to: SF11 Ship of the Line, SF19 Longitude

SF10 · Drydock

  • Tier: STANDARD · Era: Medieval
  • Prerequisites: SF05 + CO03 (Arch)
  • Unlocks: Drydockⁿ [70/1; requires a Harbor in this city; ⟨[+25]% Production when constructing [Water] units [in this city]⟩; ⟨[Water] Units adjacent to this city heal [+10] HP per turn when healing⟩; ⟨Must be next to [Coast]⟩].
  • Leads to: AE10 Flying Boat

SF11 · Ship of the Line

  • Tier: STANDARD · Era: Early Modern
  • Prerequisites: SF09 + WA22 (Cannons)
  • Unlocks: Frigate, Privateer (units). Requires Cannons (WA22).
  • Leads to: SF12 Ironclad

SF12 · Ironclad

SF13 · Submarine

  • Tier: STANDARD · Era: Modern
  • Prerequisites: SF12 + CO11 (Reinforced Concrete) + CH05 (Oxygen Theory) + OP01 (Glassmaking) + MC03 (Gearing)
  • Unlocks: Submarine (unit — its base-game type is Invisible to non-adjacent units); ⟨[+25]% Production when constructing [Submarine] units [in all cities]⟩ — the sealed hull (from Sealed Environments, cut in v3.124).
  • Leads to: SF14 Nuclear Submarine

SF14 · Nuclear Submarine

  • Tier: STANDARD · Era: Atomic
  • Prerequisites: SF13 + (NP03 Nuclear Fission, or QM-E02 Bound-Energy Release)
  • Unlocks: Nuclear Submarine, Missile Cruiser (units). In elemental worlds, where nothing is nuclear, it is named for its reactor as that world's science understands it: Quintessic Submarine (Substance) / Overcycle Submarine (Process).
  • Notes: Elemental name: Quintessic Submarine (Substance) / Overcycle Submarine (Process).

SF15 · Ekranoplan

  • Tier: RARE · Era: Atomic
  • Prerequisites: SF12 + AE03 (Flight)
  • Unlocks: Ekranoplanⁿ [unit, Melee Water; cost 350; mv 8; str 35; ⟨Can carry [2] [Land] units⟩; ⟨Double movement in [Coast]⟩]. Enormous, fast, and never far above the waves. Also discoverable through Aeronautics.
  • Notes: Soviet-inspired.

SF16 · Dhow Monsoon Trading

  • Tier: UNIQUE · Era: Classical
  • Prerequisites: SF05 + TR01 + Desert/arid coastal biome
  • Unlocks: Dhowⁿ [unit, Melee Water; cost 50; mv 5; str 8; ⟨[+1] Sight⟩; ⟨Withdraws before melee combat <with [80]% chance>⟩]; Monsoon Harbourⁿ [replaces Harbor; 120/3; ⟨Connects trade routes over water⟩; ⟨[+2 Gold] from each Trade Route⟩; ⟨[+1 Production] from [Water resource] tiles [in this city]⟩]. Civ unique: ⟨[+1 Gold] from [{Coastal} {Desert}] tiles [in all cities]⟩ — the monsoon shore is a market.
  • Notes: Arabian/Swahili/Indian Ocean trading world.

SF17 · Reed Boat Mastery

  • Tier: UNIQUE · Era: Primitive
  • Prerequisites: SF01 + G02 + Lake/wetland or River biome
  • Unlocks: Reed Boatⁿ [unit, Melee Water; cost 30; mv 4; str 6; ⟨Cannot enter ocean tiles⟩]; Reed Villageⁿ [replaces Monument; 40/1; +2 Culture; ⟨[+1 Food] from [Lakes] tiles [in this city]⟩]. Civ unique: ⟨[+1 Production] from [Marsh] tiles [in all cities]⟩ — the reeds are boat, house and fuel.
  • Notes: Lake Titicaca, Marsh Arab ma'dan, Nile papyrus boats.

SF19 · Longitude

  • Tier: STANDARD · Era: Early Modern
  • Prerequisites: SF09 (Caravel) + MC05 (Clockwork)
  • Unlocks: Seaport — a ship that knows where it is can use a port that is far away.
  • Notes: Harrison's marine chronometer (1761).
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