Textiles and Materials - Heliomance/Uncharted-Horizons GitHub Wiki
Focus Areas · Design document §3
Available from: AH02 (Herd Animals — wool/leather) or G01 (Plant fibers)
8 breakthroughs — CORE 3 · STANDARD 2 · UNIQUE 3 — Primitive – Atomic
Builds on: Fire (1) · Foraging (3) · Animal Husbandry (1) · Trade (1) · Water Management (1) · Mechanics (1) · Chemistry (2)
Leads into: Metallurgy (1) · Construction (1) · Seafaring (1) · Mechanics (2) · Rocketry (1) · Materials Science (1) · Aeronautics (3)
The numbers count prerequisite links between this focus and the other. How to read the tables.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| TX01 | Weaving | CORE | Primitive | G01 or AH02 |
| TX02 | Dyeing | STANDARD | Ancient | TX01 + G01 |
| TX03 | Silk Production | UNIQUE | Ancient | G05 (Insect Cultivation) + TX01 + Temperate/subtropical biome |
| TX05 | Cotton Gin | STANDARD | Early Modern | TX01 + MC03 (Gearing) |
| TX08 | Carbon Fiber | CORE | Atomic | CH07 + CH11 (Polymer Science) |
| TX10 | Paper Making | CORE | Ancient | TX01 + (WM01 (Canal — water processing) or F02 (Kiln Construction — bark processing)) |
| TX11 | Tapa Cloth Tradition | UNIQUE | Primitive | TX01 + Tropical biome + Coastal biome |
| TX12 | Imperial Dye Mastery | UNIQUE | Ancient | TX02 (Dyeing) + TR01 + Coastal biome |
flowchart LR
n_TX01["TX01 Weaving"]:::CORE
n_TX02["TX02 Dyeing"]:::STANDARD
n_TX12["TX12 Imperial Dye Mastery"]:::UNIQUE
n_TX03["TX03 Silk Production"]:::UNIQUE
n_TX05["TX05 Cotton Gin"]:::STANDARD
n_TX10["TX10 Paper Making"]:::CORE
n_TX11["TX11 Tapa Cloth Tradition"]:::UNIQUE
n_TX08["TX08 Carbon Fiber"]:::CORE
n_TX01 --> n_TX02
n_TX01 --> n_TX03
n_TX01 --> n_TX05
n_TX01 --> n_TX10
n_TX01 --> n_TX11
n_TX02 --> n_TX12
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 8 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Primitive
- Prerequisites: G01 or AH02
- Unlocks: Weaverⁿ [10/0; +1 Gold]. Cloth, sails (SF03) and leather for the bellows (ME-B). Wool spun and worn: ⟨[+1 Production] from [Sheep] tiles [in all cities]⟩; ⟨[+1 Happiness] in cities on [Tundra] tiles⟩ (Wool Processing, merged here in v3.101).
- Leads to: ME-B Bellows, CO09 Suspension Bridge, SF03 Sail Invention, TX02 Dyeing, TX03 Silk Production, TX05 Cotton Gin, TX10 Paper Making, TX11 Tapa Cloth Tradition, MC04 Windmill, AE01 Hot Air Balloon, AE09 Ornithopter
- Tier: STANDARD · Era: Ancient
- Prerequisites: TX01 + G01
- Unlocks: Dye Worksⁿ [45/1; +2 Gold; ⟨[+1 Gold] from [Dyes] tiles [in this city]⟩].
- Leads to: TX12 Imperial Dye Mastery
- Tier: UNIQUE · Era: Ancient
- Prerequisites: G05 (Insect Cultivation) + TX01 + Temperate/subtropical biome
- Unlocks: Silk Weaversⁿ [replaces Weaver; 95/1; +2 Gold, +1 Culture; ⟨Provides [1] [Silk]⟩ — the base luxury, made rather than found]. Civ uniques: ⟨[+2 Gold] from each Trade Route⟩ and ⟨[+1 Culture] from each Trade Route⟩ — the Silk Road carries more than silk.
- Notes: Chinese-inspired.
- Tier: STANDARD · Era: Early Modern
- Prerequisites: TX01 + MC03 (Gearing)
- Unlocks: Textile Millⁿ [220/2; requires a Weaver in this city; +2 Gold; Engineer ×1; ⟨[+1 Gold] from [Cotton] tiles [in this city]⟩].
- Tier: CORE · Era: Atomic
- Prerequisites: CH07 + CH11 (Polymer Science)
- Unlocks: ⟨[+10]% Strength <for [Air] units>⟩ — the cable that reaches orbit. ⟨All newly-trained [Land] units [in all cities] receive the [Flak Jacket] promotion⟩ (Flak Jacketⁿ: ⟨[+15]% Strength <when defending> <vs [Ranged] units>⟩) — two engineered fibres of the same years (Kevlar/Armor Textiles, merged here in v3.104).
- Leads to: RK12 Space Elevator, MS01 Composite Materials, AE12 Grand Aerostat
- Tier: CORE · Era: Ancient
- Prerequisites: TX01 + (WM01 (Canal — water processing) or F02 (Kiln Construction — bark processing))
- Unlocks: ⟨[+15]% Production when constructing [Library] buildings [in all cities]⟩ — cheap paper, cheap books. Prerequisite for the Printing Press (MC06).
- Leads to: MC06 Printing Press
- Tier: UNIQUE · Era: Primitive
- Prerequisites: TX01 + Tropical biome + Coastal biome
- Unlocks: Tapa Workshopⁿ [replaces Weaver; 30/1; +2 Culture; Great Artist points 2; ⟨[+1 Culture] from [Jungle] tiles [in this city]⟩]. Civ unique: ⟨[+1 Culture] from [Jungle] tiles [in all cities]⟩ — the bark is the canvas.
- Notes: Polynesian/Melanesian/Central African bark cloth.
- Tier: UNIQUE · Era: Ancient
- Prerequisites: TX02 (Dyeing) + TR01 + Coastal biome
- Unlocks: Imperial Dye Worksⁿ [replaces Dye Works; 110/1; +3 Gold, +2 Culture; ⟨Provides [1] [Dyes]⟩]. Civ unique: ⟨[+2 Gold, +1 Culture] from [Dyes] tiles [in all cities]⟩ — purple is power.
- Notes: Phoenician purple, Indian indigo, Mesoamerican cochineal.