Water Management - Heliomance/Uncharted-Horizons GitHub Wiki

Focus Areas · Design document §3

Available from: FA01 (Irrigation)

11 breakthroughs — CORE 3 · STANDARD 2 · UNCOMMON 2 · UNIQUE 4 — Ancient – Atomic

Builds on: Stonework (1) · Observation (1) · Farming (3) · Construction (4) · Trade (2) · Mechanics (1) · Chemistry (1) · Electricity (1)

Leads into: Metallurgy (2) · Philosophy and the Arts (1) · Medicine (1) · Textiles & Materials (1) · Mechanics (3)

The numbers count prerequisite links between this focus and the other. How to read the tables.

Overview

ID Breakthrough Tier Era Prerequisites
WM01 Canal Building CORE Ancient FA01 + S03 (Quarrying)
WM02 Aqueduct CORE Ancient WM01 + CO03 (Arch)
WM03 Qanat System UNIQUE Ancient FA01 + Desert/arid biome
WM05 Water Mill CORE Classical WM01 + MC03 (Gearing)
WM06 Dam Construction STANDARD Modern WM02 (Aqueduct — flood control) + CO11 (Reinforced Concrete) + EL06 (Electric Generator)
WM07 Desalination UNCOMMON Atomic CH06 (Periodic Table) + WM02
WM08 Stepwell Architecture UNIQUE Ancient WM02 + Arid/semi-arid biome
WM09 Rice Paddy Mastery UNIQUE Ancient FA01 + WM01 + River biome + Tropical or Temperate biome
WM10 Ice Architecture UNIQUE Ancient CO01 + WM02 + Tundra/Arctic biome
WM11 Industrial Canal Network STANDARD Early Modern WM01 (Canal Building) + CO03 (Arch Construction) + TR03 (Caravansary) + TR06 (Joint Stock Company — the canal companies' capital) + River biome
WM12 Tidal Mill UNCOMMON Medieval WM05 (Water Mill) + O04 (Tidal Patterns)

Prerequisite map

flowchart LR
  n_WM01["WM01 Canal Building"]:::CORE
  n_WM02["WM02 Aqueduct"]:::CORE
  n_WM06["WM06 Dam Construction"]:::STANDARD
  n_WM07["WM07 Desalination"]:::UNCOMMON
  n_WM08["WM08 Stepwell Architecture"]:::UNIQUE
  n_WM10["WM10 Ice Architecture"]:::UNIQUE
  n_WM05["WM05 Water Mill"]:::CORE
  n_WM12["WM12 Tidal Mill"]:::UNCOMMON
  n_WM09["WM09 Rice Paddy Mastery"]:::UNIQUE
  n_WM11["WM11 Industrial Canal Network"]:::STANDARD
  n_WM03["WM03 Qanat System"]:::UNIQUE
  n_WM01 --> n_WM02
  n_WM01 --> n_WM05
  n_WM02 --> n_WM06
  n_WM02 --> n_WM07
  n_WM02 --> n_WM08
  n_WM01 --> n_WM09
  n_WM02 --> n_WM10
  n_WM01 --> n_WM11
  n_WM05 --> n_WM12
  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. 10 of these 11 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

WM01 · Canal Building

WM02 · Aqueduct

  • Tier: CORE · Era: Ancient
  • Prerequisites: WM01 + CO03 (Arch)
  • Unlocks: Aqueduct; Hanging Gardens (world wonder). Remove Marsh (improvement; and the Dutch Polder is gated here); draining is one use of a bog — Turbary (F16) offers the other, cutting it for peat; ⟨[+1 Food] from [Flood plains] tiles [in all cities]⟩ — the river kept in its bed (Flood Control, merged here in v3.102: the two shared their prerequisites, and Roman hydraulic engineering did both).
  • Leads to: MD16 Miasma Engineering, WM06 Dam Construction, WM07 Desalination, WM08 Stepwell Architecture, WM10 Ice Architecture

WM03 · Qanat System

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: FA01 + Desert/arid biome
  • Unlocks: Qanatⁿ [replaces Aqueduct; 100/1; ⟨[40]% Food is carried over after population increases [in this city]⟩; ⟨[+1 Food] from [Desert] tiles [in this city]⟩; needs no fresh water]. Civ unique: ⟨[+1 Food] from [Desert] tiles [in all cities]⟩ — water that never sees the sun.
  • Notes: Persian-inspired.

WM05 · Water Mill

WM06 · Dam Construction

  • Tier: STANDARD · Era: Modern
  • Prerequisites: WM02 (Aqueduct — flood control) + CO11 (Reinforced Concrete) + EL06 (Electric Generator)
  • Unlocks: ⟨[+1 Food] from [River] tiles [in all cities]⟩ — reservoirs that water the fields. Hydro Plant (canonical — requires Aluminum, must be on a River, +1 Production from River tiles; not a grid plant, so it stands beside one, as in Civ V) — the dam and its turbines (Hydroelectric Dam, merged here in v3.103).

WM07 · Desalination

  • Tier: UNCOMMON · Era: Atomic
  • Prerequisites: CH06 (Periodic Table) + WM02
  • Unlocks: Desalination Plantⁿ [125/1; ⟨[+1 Food] from [Desert] tiles [in this city]⟩; ⟨Must be next to [Coast]⟩] — the desert coast becomes a garden.

WM08 · Stepwell Architecture

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: WM02 + Arid/semi-arid biome
  • Unlocks: Stepwellⁿ [65/1; +1 Food, +1 Culture, +1 Happiness; ⟨[+1 Food] from [Desert] tiles [in this city]⟩]. Civ unique: ⟨[+1 Happiness] in cities on [Desert] tiles⟩ — cool stone, deep water, and shade.
  • Notes: Indian-inspired.

WM09 · Rice Paddy Mastery

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: FA01 + WM01 + River biome + Tropical or Temperate biome
  • Unlocks: Paddy Fieldⁿ [improvement on Marsh and on Grassland or Plains beside a River; 6 turns; +2 Food]; Rice Granaryⁿ [replaces Granary; 60/1; +2 Food; ⟨[+1 Food] from [Marsh] tiles [in this city]⟩]. Civ unique: ⟨[+1 Food] from [Paddy Field] tiles [in all cities]⟩ — the valley feeds a multitude.
  • Notes: East/Southeast Asian rice civilisation.

WM10 · Ice Architecture

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: CO01 + WM02 + Tundra/Arctic biome
  • Unlocks: Ice Hallⁿ [replaces Walls; 75/0; cityStrength +5; ⟨[+1 Food] from [Snow] tiles [in this city]⟩]. Civ uniques: ⟨[+1 Production] from [Snow] tiles [in all cities]⟩; ⟨No Maintenance costs for improvements in [Snow] tiles⟩; ⟨No Maintenance costs for improvements in [Tundra] tiles⟩ (the ice roads). Building with what the cold provides.
  • Notes: Inuit/Sámi/Siberian arctic architecture.

WM11 · Industrial Canal Network

  • Tier: STANDARD · Era: Early Modern
  • Prerequisites: WM01 (Canal Building) + CO03 (Arch Construction) + TR03 (Caravansary) + TR06 (Joint Stock Company — the canal companies' capital) + River biome
  • Unlocks: Pound Lockⁿ [60/0; ⟨[+2 Gold, +2 Production] from each Trade Route⟩; ⟨Must be on [River]⟩] — one horse pulls thirty tons. Competing Solution (§1.2): the alternative to Railway Network (CO23), detour margin ×1.5 while Railway Network exists in this world; if Railway Network is discovered first this is never developed, and if it arrives later this is superseded. Requires River. The Pound Lock carries ⟨Unavailable <after discovering [Railway Network]>⟩.
  • Notes: Britain's Canal Mania (1790s–1810s) enabled the early Industrial Revolution. One horse could pull 30 tons on a canal barge versus 1 ton on a road cart.

WM12 · Tidal Mill

  • Tier: UNCOMMON · Era: Medieval
  • Prerequisites: WM05 (Water Mill) + O04 (Tidal Patterns)
  • Unlocks: Tidal Millⁿ [35/0; ⟨Must be next to [Coast]⟩; ⟨[+2 Food, +1 Production] [in this city] <in cities without a [Water Mill]>⟩] — a mill for a coast with no river: it yields the Water Mill's own output, and never alongside one.
  • Notes: Northern Ireland (7th c.) to the Thames (11th c.).
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