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.

Overview

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

Prerequisite map

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
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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. 7 of these 8 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

TX01 · Weaving

TX02 · Dyeing

  • 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

TX03 · Silk Production

  • 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.

TX05 · Cotton Gin

  • 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]⟩].

TX08 · Carbon Fiber

  • 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

TX10 · Paper Making

  • 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

TX11 · Tapa Cloth Tradition

  • 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.

TX12 · Imperial Dye Mastery

  • 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.
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