Warfare - Heliomance/Uncharted-Horizons GitHub Wiki
Focus Areas · Design document §3
Available from: SO03 (Tribal Law) + S01 (Tool Knapping), or any military conflict event
Also reachable in this focus (dual-path; home focus in parentheses): Greek Fire (F06, from Fire).
26 breakthroughs — CORE 6 · STANDARD 10 · UNCOMMON 2 · RARE 4 · UNIQUE 4 — Primitive – Atomic
Builds on: Fire (2) · Stonework (1) · Observation (1) · Social Organization (2) · Animal Husbandry (4) · Mining (1) · Metallurgy (9) · Construction (3) · Seafaring (2) · Mathematics (2) · Philosophy and the Arts (1) · Mechanics (4) · Electricity (1) · Electronics (3) · Computing (1) · Materials Science (1) · Aeronautics (1)
Leads into: Fire (1) · Animal Husbandry (1) · Construction (4) · Seafaring (1) · Chemistry (1) · Rocketry (1) · Space Engineering (1)
The numbers count prerequisite links between this focus and the other. How to read the tables.
| ID | Breakthrough | Tier | Era | Prerequisites |
|---|---|---|---|---|
| WA01 | Formation Fighting | CORE | Ancient | SO03 (Tribal Law) |
| WA03 | Archery | CORE | Primitive | S01 (Tool Knapping) |
| WA04 | Composite Bow | STANDARD | Ancient | WA03 + AH02 (Herd Animals — sinew/horn) |
| WA05 | Siege Warfare | STANDARD | Classical | WA01 + CO02 (Post and Lintel) |
| WA06 | Fortification Design | CORE | Ancient | CO03 (Arch) + WA01 |
| WA07 | Cavalry Tactics | STANDARD | Ancient | WA01 + AH03 (Horse) |
| WA08 | Chariot Warfare | STANDARD | Ancient | AH03 (Horse) + MC01 (Wheel) |
| WA09 | Crossbow | STANDARD | Medieval | WA04 + MC03 (Gearing) |
| WA10 | Gunpowder | CORE | Medieval | F07 (Pyrotechnics) + MI08 (Saltpeter) + O08 (Geological Observation — sulphur) |
| WA11 | Trebuchet | STANDARD | Medieval | WA05 + MA01 (Geometry) |
| WA12 | Greek Fire Naval Warfare | UNCOMMON | Classical | F06 (Greek Fire) + SF05 (Trireme) |
| WA13 | Guerrilla Tactics | UNCOMMON | Classical | WA01 + Forest/jungle/mountain terrain |
| WA14 | Mongol Combined Arms | UNIQUE | Medieval | WA07 + WA04 + AH03 + WA27 (Stirrup) + Steppe/grassland biome |
| WA16 | Rifling | CORE | Early Modern | WA10 + ME05 (Steel) |
| WA17 | Repeating Crossbow (Chu-Ko-Nu) | RARE | Medieval | WA09 + MC03 (Gearing) |
| WA18 | Pneumatic Weaponry | RARE | Early Modern | MC10 (Precision Machining) + ME05 (Steel) |
| WA19 | Railgun Concept | RARE | Modern | EL03 (Electromagnetism) + ME12 (Bessemer) + MA05 (Calculus) |
| WA20 | Drone Warfare | CORE | Atomic | AE03 (Flight) + CP01 (Computer) + EN03 (Integrated Circuit) |
| WA21 | Powered Armor | RARE | Atomic | MS01 (Composites) + EN10 (Miniaturization) + EN03 |
| WA22 | Cannons | STANDARD | Medieval | WA10 (Gunpowder) + (ME05 (Steel Production — cast iron) or ME08 (Blast Furnace)) |
| WA23 | Bushido Warrior Code | UNIQUE | Medieval | WA01 + WA03 (Archery — the samurai bow) + (ME06 (Damascus/Wootz Steel) or ME05) + Island or Coastal biome |
| WA24 | Fortified Border Tradition | UNIQUE | Classical | WA06 (Fortification Design) + CO02 + Many neighbors modifier |
| WA25 | Berserker Tradition | UNIQUE | Medieval | WA01 + (SF07 (Viking Longship) or Cold/coastal biome) |
| WA26 | Professional Army | STANDARD | Classical | WA01 + ME04 (Iron Smelting) + SO08 (Census) |
| WA27 | Stirrup | STANDARD | Medieval | WA07 (Cavalry Tactics) + ME04 (Iron Smelting) |
| WA28 | Drill and Discipline | STANDARD | Early Modern | WA01 + PH04 (Scientific Method) |
flowchart LR
n_WA01["WA01 Formation Fighting"]:::CORE
n_WA05["WA05 Siege Warfare"]:::STANDARD
n_WA11["WA11 Trebuchet"]:::STANDARD
n_WA06["WA06 Fortification Design"]:::CORE
n_WA24["WA24 Fortified Border Tradition"]:::UNIQUE
n_WA07["WA07 Cavalry Tactics"]:::STANDARD
n_WA14["WA14 Mongol Combined Arms"]:::UNIQUE
n_WA27["WA27 Stirrup"]:::STANDARD
n_WA13["WA13 Guerrilla Tactics"]:::UNCOMMON
n_WA23["WA23 Bushido Warrior Code"]:::UNIQUE
n_WA25["WA25 Berserker Tradition"]:::UNIQUE
n_WA26["WA26 Professional Army"]:::STANDARD
n_WA28["WA28 Drill and Discipline"]:::STANDARD
n_WA03["WA03 Archery"]:::CORE
n_WA04["WA04 Composite Bow"]:::STANDARD
n_WA09["WA09 Crossbow"]:::STANDARD
n_WA17["WA17 Repeating Crossbow (Chu-Ko-Nu)"]:::RARE
n_WA08["WA08 Chariot Warfare"]:::STANDARD
n_WA10["WA10 Gunpowder"]:::CORE
n_WA16["WA16 Rifling"]:::CORE
n_WA22["WA22 Cannons"]:::STANDARD
n_WA12["WA12 Greek Fire Naval Warfare"]:::UNCOMMON
n_WA18["WA18 Pneumatic Weaponry"]:::RARE
n_WA19["WA19 Railgun Concept"]:::RARE
n_WA20["WA20 Drone Warfare"]:::CORE
n_WA21["WA21 Powered Armor"]:::RARE
n_WA03 --> n_WA04
n_WA01 --> n_WA05
n_WA01 --> n_WA06
n_WA01 --> n_WA07
n_WA04 --> n_WA09
n_WA05 --> n_WA11
n_WA01 --> n_WA13
n_WA07 --> n_WA14
n_WA04 --> n_WA14
n_WA27 --> n_WA14
n_WA10 --> n_WA16
n_WA09 --> n_WA17
n_WA10 --> n_WA22
n_WA01 --> n_WA23
n_WA03 --> n_WA23
n_WA06 --> n_WA24
n_WA01 --> n_WA25
n_WA01 --> n_WA26
n_WA07 --> n_WA27
n_WA01 --> n_WA28
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. 25 of these 26 breakthroughs also need breakthroughs from other foci, which the overview above lists.
- Tier: CORE · Era: Ancient
- Prerequisites: SO03 (Tribal Law)
- Unlocks: Spearman (unit); Barracks (and the Russian Krepost). Men who fight as one.
- Leads to: AH14 War Elephant Tradition, WA05 Siege Warfare, WA06 Fortification Design, WA07 Cavalry Tactics, WA13 Guerrilla Tactics, WA23 Bushido Warrior Code, WA25 Berserker Tradition, WA26 Professional Army, WA28 Drill and Discipline
- Tier: CORE · Era: Primitive
- Prerequisites: S01 (Tool Knapping)
- Unlocks: Archer (unit); Temple of Artemis (world wonder).
- Leads to: WA04 Composite Bow, WA23 Bushido Warrior Code
- Tier: STANDARD · Era: Ancient
- Prerequisites: WA03 + AH02 (Herd Animals — sinew/horn)
- Unlocks: Composite Bowman (unit). With Horse Domestication (AH03), the Horse Archer line follows (AH13).
- Leads to: WA09 Crossbow, WA14 Mongol Combined Arms
- Tier: STANDARD · Era: Classical
- Prerequisites: WA01 + CO02 (Post and Lintel)
- Unlocks: Catapult (unit). Walls stop being final. (The Assyrian Battering Ram remains Assyria's, gated here.)
- Leads to: WA11 Trebuchet
- Tier: CORE · Era: Ancient
- Prerequisites: CO03 (Arch) + WA01
- Unlocks: Fort (improvement); Great Wall (world wonder). (The Castle, Mughal Fort and Alhambra move to Concentric Fortification, CO24.)
- Leads to: F15 Signal Fire Network, CO24 Concentric Fortification, CO25 Star Fort, WA24 Fortified Border Tradition
- Tier: STANDARD · Era: Ancient
- Prerequisites: WA01 + AH03 (Horse)
- Unlocks: Horseman (unit); ⟨[+10]% to Flank Attack bonuses⟩ — riders who strike where the line bends.
- Leads to: WA14 Mongol Combined Arms, WA27 Stirrup
- Tier: STANDARD · Era: Ancient
- Prerequisites: AH03 (Horse) + MC01 (Wheel)
-
Unlocks: Chariot Archer (unit). Competing Solution (§1.2): the alternative to Cavalry Tactics (WA07), detour margin ×1.5 while Cavalry Tactics exists in this world; if Cavalry Tactics is discovered first this is never developed, and if it arrives later this is superseded. The Chariot Archer's
obsoleteTechbecomes Cavalry Tactics (set by the ruleset derivation).
- Tier: STANDARD · Era: Medieval
- Prerequisites: WA04 + MC03 (Gearing)
- Unlocks: Crossbowman (unit).
- Leads to: WA17 Repeating Crossbow (Chu-Ko-Nu)
- Tier: CORE · Era: Medieval
- Prerequisites: F07 (Pyrotechnics) + MI08 (Saltpeter) + O08 (Geological Observation — sulphur)
- Unlocks: Musketman (unit — now requires Saltpeter); Himeji Castle (world wonder). Unlocks Cannons (WA22). Removed by GUNPOWDER_ABSENT. Discoverable through Chemistry or Warfare.
- Leads to: WA16 Rifling, WA22 Cannons, CH13 Rocket Propellant
- Tier: STANDARD · Era: Medieval
- Prerequisites: WA05 + MA01 (Geometry)
- Unlocks: Trebuchet (unit).
- Leads to: CO25 Star Fort
- Tier: UNCOMMON · Era: Classical
- Prerequisites: F06 (Greek Fire) + SF05 (Trireme)
- Unlocks: Siphon Galleyⁿ [unit, Ranged Water; cost 80; mv 4; str 12; ranged str 14; range 1; ⟨[+50]% Strength <vs [Water] units>⟩]; ⟨[+15]% Strength <for [Water] units> <vs cities>⟩. (Byzantium's Dromon remains Byzantine.)
- Tier: UNCOMMON · Era: Classical
- Prerequisites: WA01 + Forest/jungle/mountain terrain
- Unlocks: All Land Military units gain the Guerrillaⁿ promotion (⟨[+25]% Strength <when defending> <in [Rough terrain] tiles>⟩); ⟨[-25]% Unhappiness from [Population] [in annexed cities]⟩ — occupiers find the hills expensive.
- Tier: UNIQUE · Era: Medieval
- Prerequisites: WA07 + WA04 + AH03 + WA27 (Stirrup) + Steppe/grassland biome
- Unlocks: Mangudaiⁿ [unit, Mounted ranged; cost 140; mv 5; str 12; ranged str 18; range 2; ⟨Can move after attacking⟩; ⟨No defensive terrain bonus⟩; requires Horses]; Yam Stationⁿ [replaces Stable; 100/1; ⟨[+2] Unit Supply per city⟩; ⟨[+15]% Production when constructing [Mounted] units [in this city]⟩]. Civ unique: ⟨Great General provides double combat bonus⟩ — the khan's word reaches every horseman. (Mongolia's Keshik remains Mongol; a Mongol player who finds this stacks the two.)
- Tier: CORE · Era: Early Modern
- Prerequisites: WA10 + ME05 (Steel)
- Unlocks: Rifleman, Gatling Gun (units).
- Notes: Requires gunpowder.
- Tier: RARE · Era: Medieval
- Prerequisites: WA09 + MC03 (Gearing)
- Unlocks: Repeating Crossbowmanⁿ [unit, Archery type; cost 130; mv 2; str 13; ranged str 16; range 2; ⟨[1] additional attacks per turn⟩]. Dominant ranged unit of a GUNPOWDER_ABSENT world. (China's Chu-Ko-Nu remains Chinese.)
- Notes: Chinese-inspired. An exciting discovery when it appears.
- Tier: RARE · Era: Early Modern
- Prerequisites: MC10 (Precision Machining) + ME05 (Steel)
- Unlocks: Air Riflemanⁿ [unit, Archery type — no Saltpeter needed; cost 200; mv 2; str 20; ranged str 24; range 2; ⟨[+1] Sight⟩]. Silent, and free of powder.
- Notes: What if the Girandoni air rifle lineage continued?
- Tier: RARE · Era: Modern
- Prerequisites: EL03 (Electromagnetism) + ME12 (Bessemer) + MA05 (Calculus)
- Unlocks: Railgun Batteryⁿ [unit, Siege; cost 400; mv 2; str 30; ranged str 45; range 3; ⟨[+200]% Strength <vs cities> <when attacking>⟩; requires Aluminum]. Prerequisite for the Mass Driver (RK15).
- Leads to: RK15 Mass Driver
- Tier: CORE · Era: Atomic
- Prerequisites: AE03 (Flight) + CP01 (Computer) + EN03 (Integrated Circuit)
- Unlocks: Droneⁿ [unit, Fighter type; cost 350; mv 1; str 30; ranged str 45; range 8; ⟨[+2] Sight⟩; requires Rare Earths]; Mechanized Infantry (unit); Pentagon (world wonder).
- Leads to: SE13 Planetary Defense
- Tier: RARE · Era: Atomic
- Prerequisites: MS01 (Composites) + EN10 (Miniaturization) + EN03
- Unlocks: Giant Death Robot (unit — the exosuit taken to its conclusion; requires Uranium, as in the base game); ⟨[+1] Movement <for [Armored] units>⟩.
- Tier: STANDARD · Era: Medieval
- Prerequisites: WA10 (Gunpowder) + (ME05 (Steel Production — cast iron) or ME08 (Blast Furnace))
- Unlocks: Cannon (unit — requires Saltpeter). Medieval walls stop mattering.
- Notes: Requires gunpowder.
- Leads to: CO25 Star Fort, SF11 Ship of the Line
- Tier: UNIQUE · Era: Medieval
- Prerequisites: WA01 + WA03 (Archery — the samurai bow) + (ME06 (Damascus/Wootz Steel) or ME05) + Island or Coastal biome
- Unlocks: Bushido Dojoⁿ [replaces Barracks; 75/1; ⟨New [Melee] units start with [30] XP [in this city]⟩; +1 Culture]. Civ uniques: ⟨Earn [50]% of killed [Military] unit's [Strength] as [Culture]⟩ (every honourable victory is remembered) and ⟨[+10]% Strength <for [Melee] units> <when defending>⟩ (the code does not retreat). No unit is granted — Japan's Samurai remains Japanese; a Japanese player who finds this stacks code on steel.
- Notes: Japanese-inspired warrior caste.
- Tier: UNIQUE · Era: Classical
- Prerequisites: WA06 (Fortification Design) + CO02 + Many neighbors modifier
- Unlocks: Gatehouseⁿ [replaces Walls; 75/0; cityStrength +6; +2 Gold — tolls at the chokepoint]. Civ unique: ⟨Enemy [Land] units must spend [1] extra movement points when inside your territory⟩ (the Great Wall's own unique, made a culture).
- Notes: Chinese/Roman limes/Hadrian's Wall.
- Tier: UNIQUE · Era: Medieval
- Prerequisites: WA01 + (SF07 (Viking Longship) or Cold/coastal biome)
- Unlocks: Huscarlⁿ [unit, Melee; cost 120; mv 2; str 21; ⟨[+25]% Strength <when attacking>⟩; starts with the Amphibious promotion]; Mead Hallⁿ [replaces Barracks; 75/1; +1 Culture; cityStrength +3; ⟨New [Military] units start with [15] XP [in this city]⟩]. Civ unique: ⟨[+50]% Yield from pillaging tiles⟩ — raiding pays. (Denmark's Berserker remains Danish.)
- Notes: Norse berserker warrior culture.
- Tier: STANDARD · Era: Classical
- Prerequisites: WA01 + ME04 (Iron Smelting) + SO08 (Census)
- Unlocks: Terracotta Army (world wonder); Heroic Epic (national wonder) — a standing army, paid, drilled and remembered.
- Notes: The Marian reforms (107 BC): soldiers by trade, not by levy.
- Tier: STANDARD · Era: Medieval
- Prerequisites: WA07 (Cavalry Tactics) + ME04 (Iron Smelting)
- Unlocks: Knight (unit) — the rider braced to strike with his whole weight.
- Notes: Spread west across Eurasia between the 6th and 8th centuries.
- Leads to: WA14 Mongol Combined Arms
- Tier: STANDARD · Era: Early Modern
- Prerequisites: WA01 + PH04 (Scientific Method)
- Unlocks: Military Academy; Brandenburg Gate (world wonder); Cavalry and Lancer (units) — needing no gunpowder, so cavalry keeps its long relevance in gunpowder-less worlds; ⟨[+25]% Strength <for [Gunpowder] units> <vs [Mounted] units>⟩ — pike and shot in one formation (Pike and Shot, merged here in v3.100).
- Notes: Maurice of Nassau's drill (1590s), written from the Roman manuals.