Social Organization - Heliomance/Uncharted-Horizons GitHub Wiki
Focus Areas · Design document §3
Available from: Game Start
13 breakthroughs — CORE 7 · STANDARD 3 · UNCOMMON 1 · UNIQUE 2 — Primitive – Early Modern
Builds on: Philosophy and the Arts (2) · Trade (1) · Mechanics (1)
Leads into: Fire (1) · Foraging (1) · Observation (2) · Construction (2) · Warfare (2) · Mathematics (2) · Philosophy and the Arts (9) · Medicine (2) · Trade (7) · Mechanics (2) · Optics (1) · Electricity (1)
The numbers count prerequisite links between this focus and the other. How to read the tables.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| SO01 | Basic Counting | CORE | Primitive | None |
| SO02 | Storytelling | CORE | Primitive | None |
| SO03 | Tribal Law | CORE | Primitive | SO01 + SO02 |
| SO04 | Writing | CORE | Ancient | SO01 + SO02 |
| SO05 | Specialization of Labor | CORE | Ancient | SO03 + any city with population ≥ 5 |
| SO06 | Codified Law | STANDARD | Ancient | SO04 + SO03 |
| SO08 | Census | STANDARD | Classical | SO04 + SO01 |
| SO09 | Quipu/Non-Written Recording | UNIQUE | Ancient | SO01 (but NOT SO04) + Mountain/highland biome |
| SO10 | Guilds | STANDARD | Medieval | SO05 + SO06 |
| SO11 | Banking | CORE | Medieval | SO04 + TR02 (Currency) |
| SO13 | Meritocratic Civil Service | UNCOMMON | Classical | SO06 + SO08 |
| SO14 | Oral Epic Tradition | UNIQUE | Ancient | SO02 + CU03 (Artistic Tradition) + no SO04 (Writing) yet |
| SO16 | Public Education | CORE | Early Modern | PH04 (Scientific Method) + MC06 (Printing Press) |
flowchart LR
n_SO01["SO01 Basic Counting"]:::CORE
n_SO03["SO03 Tribal Law"]:::CORE
n_SO05["SO05 Specialization of Labor"]:::CORE
n_SO10["SO10 Guilds"]:::STANDARD
n_SO06["SO06 Codified Law"]:::STANDARD
n_SO13["SO13 Meritocratic Civil Service"]:::UNCOMMON
n_SO04["SO04 Writing"]:::CORE
n_SO08["SO08 Census"]:::STANDARD
n_SO11["SO11 Banking"]:::CORE
n_SO14["SO14 Oral Epic Tradition"]:::UNIQUE
n_SO09["SO09 Quipu/Non-Written Recording"]:::UNIQUE
n_SO02["SO02 Storytelling"]:::CORE
n_SO16["SO16 Public Education"]:::CORE
n_SO01 --> n_SO03
n_SO02 --> n_SO03
n_SO01 --> n_SO04
n_SO02 --> n_SO04
n_SO03 --> n_SO05
n_SO04 --> n_SO06
n_SO03 --> n_SO06
n_SO04 --> n_SO08
n_SO01 --> n_SO08
n_SO01 --> n_SO09
n_SO05 --> n_SO10
n_SO06 --> n_SO10
n_SO04 --> n_SO11
n_SO06 --> n_SO13
n_SO08 --> n_SO13
n_SO02 --> n_SO14
n_SO04 --> n_SO14
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. 3 of these 13 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Primitive
- Prerequisites: None
- Unlocks: ⟨[+25]% [Gold] from Trade Routes⟩ (bookkeeping makes city connections pay); the yield display shows exact figures (UI).
- Leads to: O05 Celestial Mathematics, SO03 Tribal Law, SO04 Writing, SO08 Census, SO09 Quipu/Non-Written Recording, MA01 Geometry, TR01 Barter System
- Tier: CORE · Era: Primitive
- Prerequisites: None
- Unlocks: Monument (and the Ethiopian Stele). Culture generation begins.
- Leads to: SO03 Tribal Law, SO04 Writing, SO14 Oral Epic Tradition, CU04 Musical Instruments, CU12 Sacred Dance Tradition, CU13 Talking Drum Networks, CU03 Artistic Tradition
- Tier: CORE · Era: Primitive
- Prerequisites: SO01 + SO02
- Unlocks: ⟨[+1 Happiness] [in capital]⟩; ⟨[+1] Unit Supply per city⟩ — a settled people can field and feed a warband. Prerequisite for Formation Fighting (WA01).
- Leads to: F05 Signal Fires, SO05 Specialization of Labor, SO06 Codified Law, CO22 Mound Builder Tradition, WA01 Formation Fighting
- Tier: CORE · Era: Ancient
- Prerequisites: SO01 + SO02
- Unlocks: Library; The Great Library (world wonder); ⟨Enables establishment of embassies⟩ (the canonical Writing unique); unlocks Trade focus. Transformative.
- Notes: Transformative.
- Leads to: G07 Botanical Classification, O06 Natural Philosophy, SO06 Codified Law, SO08 Census, SO11 Banking, SO14 Oral Epic Tradition, CU05 Theater, CU06 University, CU14 Historiography, TR02 Currency, TR05 Letter of Credit, MC06 Printing Press, OP10 Semaphore, EL04 Telegraph
- Tier: CORE · Era: Ancient
- Prerequisites: SO03 + any city with population ≥ 5
- Unlocks: ⟨[+1 Production] from every specialist [in all cities]⟩. Also switches the research routing from 50/50 to 80/20 (Section 1.2) — a society that has specialised its labour can direct its inquiry.
- Leads to: SO10 Guilds, CO08 Modular Construction, CU02 Monumental Architecture, MC11 Assembly Line
- Tier: STANDARD · Era: Ancient
- Prerequisites: SO04 + SO03
- Unlocks: Courthouse. Codified law lets annexed cities be governed.
- Leads to: SO10 Guilds, SO13 Meritocratic Civil Service, CU11 Courtly Love Tradition, TR09 Free Trade Agreements, TR14 Bazaar Economy
- Tier: STANDARD · Era: Classical
- Prerequisites: SO04 + SO01
- Unlocks: ⟨[+1 Gold] per [4] population [in all cities]⟩ — knowing how many there are to tax.
- Leads to: SO13 Meritocratic Civil Service, WA26 Professional Army, MD02 Quarantine Protocols, MD19 Temperament Engineering
- Tier: UNIQUE · Era: Ancient
- Prerequisites: SO01 (but NOT SO04) + Mountain/highland biome
- Unlocks: Quipu Archiveⁿ [replaces Library; 75/1; ⟨[+1 Science] per [2] population [in this city]⟩; ⟨[+1 Gold] from each Trade Route⟩]. Civ unique: ⟨[+25]% [Gold] from Trade Routes⟩. Unlocks Trade focus (the alternative to Writing for this purpose).
- Notes: Inca-inspired.
- Tier: STANDARD · Era: Medieval
- Prerequisites: SO05 + SO06
- Unlocks: Machu Picchu (world wonder); Guild Hallⁿ [70/1; Merchant ×1; ⟨[+1 Production] from every specialist [in this city]⟩]; ⟨Enables conversion of city production to [Gold]⟩ (the canonical Guilds unique).
- Tier: CORE · Era: Medieval
- Prerequisites: SO04 + TR02 (Currency)
- Unlocks: Bank (and the Persian Satrap's Court), Coffee House; Forbidden Palace (world wonder); unlocks Economics-tier trade breakthroughs (TR06). National Treasury (national wonder) — every debit matched by a credit: the Medici kept double-entry books (Double-Entry Bookkeeping, merged here in v3.105).
- Leads to: MA06 Probability Theory, TR05 Letter of Credit, TR06 Joint Stock Company
- Tier: UNCOMMON · Era: Classical
- Prerequisites: SO06 + SO08
- Unlocks: Chichen Itza (world wonder); Examination Hallⁿ [50/1; ⟨[+1 Production] from every specialist [in this city]⟩; ⟨[-15]% maintenance cost for [All] buildings [in this city]⟩].
- Notes: Chinese imperial examination-inspired.
- Tier: UNIQUE · Era: Ancient
- Prerequisites: SO02 + CU03 (Artistic Tradition) + no SO04 (Writing) yet
- Unlocks: Bard Councilⁿ [replaces Amphitheater; 100/2; requires a Monument in this city; +3 Culture, +1 Happiness; Artist ×1; Great Artist points 3]. Civ unique: ⟨[+1 Culture] per [2] social policies adopted⟩ — the Epic grows a verse with every turn of your culture.
- Notes: Homeric/Vedic/West African griot tradition.
- Tier: CORE · Era: Early Modern
- Prerequisites: PH04 (Scientific Method) + MC06 (Printing Press)
-
Unlocks: Public School — CORE because Unciv's Research Lab requires it. Constabulary and Police Station (both
<when espionage is enabled>) — the state that polices its own territory; ⟨[+2] Unit Supply per city⟩ — the nation in arms, fed from cans: Napoleon offered the prize that Appert won in 1810. The nineteenth-century state schooled and conscripted together (Nation-State, merged here in v3.105, with Tinplate/Canning merged into it in v3.100). - Notes: Prussia (1763) onwards.