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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.

Overview

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)

Prerequisite map

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
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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. 3 of these 13 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

SO01 · Basic Counting

SO02 · Storytelling

SO03 · Tribal Law

SO04 · Writing

SO05 · Specialization of Labor

SO06 · Codified Law

SO08 · Census

SO09 · Quipu/Non-Written Recording

  • 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.

SO10 · Guilds

  • 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).

SO11 · Banking

  • 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

SO13 · Meritocratic Civil Service

  • 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.

SO14 · Oral Epic Tradition

  • 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.

SO16 · Public Education

  • 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.
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