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.

Overview

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)

Prerequisite map

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
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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. 25 of these 26 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

WA01 · Formation Fighting

WA03 · Archery

WA04 · Composite Bow

WA05 · Siege Warfare

  • 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

WA06 · Fortification Design

WA07 · Cavalry Tactics

WA08 · Chariot Warfare

  • 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 obsoleteTech becomes Cavalry Tactics (set by the ruleset derivation).

WA09 · Crossbow

WA10 · Gunpowder

WA11 · Trebuchet

  • Tier: STANDARD · Era: Medieval
  • Prerequisites: WA05 + MA01 (Geometry)
  • Unlocks: Trebuchet (unit).
  • Leads to: CO25 Star Fort

WA12 · Greek Fire Naval Warfare

  • 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.)

WA13 · Guerrilla Tactics

  • 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.

WA14 · Mongol Combined Arms

  • 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.)

WA16 · Rifling

  • Tier: CORE · Era: Early Modern
  • Prerequisites: WA10 + ME05 (Steel)
  • Unlocks: Rifleman, Gatling Gun (units).
  • Notes: Requires gunpowder.

WA17 · Repeating Crossbow (Chu-Ko-Nu)

  • 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.

WA18 · Pneumatic Weaponry

  • 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?

WA19 · Railgun Concept

  • 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

WA20 · Drone Warfare

  • 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

WA21 · Powered Armor

  • 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>⟩.

WA22 · Cannons

  • 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

WA23 · Bushido Warrior Code

  • 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.

WA24 · Fortified Border Tradition

  • 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.

WA25 · Berserker Tradition

  • 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.

WA26 · Professional Army

  • 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.

WA27 · Stirrup

  • 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

WA28 · Drill and Discipline

  • 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.
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