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.
| 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) |
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
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.
- 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
- 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
- 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
- Tier: CORE · Era: Ancient
- Prerequisites: SF03 + O01 (Star Tracking)
- Unlocks: ⟨Enables [Embarked] units to enter ocean tiles⟩ (the canonical Astronomy unique — open ocean, new continents); Work Boats may enter ocean from here.
- Leads to: O13 Mechanical Ephemeris, SF06 Polynesian Wayfinding, SF08 Compass
- Tier: STANDARD · Era: Classical
- Prerequisites: SF03 + CO02
- Unlocks: Trireme (unit). Naval combat begins.
- Leads to: SF09 Caravel/Deep Ocean Ship, SF10 Drydock, SF16 Dhow Monsoon Trading, WA12 Greek Fire Naval Warfare
- 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.
- 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
- 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
- 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
- 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
- Tier: STANDARD · Era: Early Modern
- Prerequisites: SF09 + WA22 (Cannons)
- Unlocks: Frigate, Privateer (units). Requires Cannons (WA22).
- Leads to: SF12 Ironclad
- Tier: STANDARD · Era: Modern
- Prerequisites: SF11 + ME08
- Unlocks: Ironclad, Destroyer (units). Wooden navies are obsolete.
- Leads to: SF13 Submarine, SF15 Ekranoplan
- 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
- 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).
- 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.
- 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.
- 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.