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.
| 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) |
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
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.
- Tier: CORE · Era: Ancient
- Prerequisites: FA01 + S03 (Quarrying)
- Unlocks: Unlocks the Water Management chain. ⟨[+1 Production] in cities on [River] tiles⟩ (barge and mill-race); ⟨[+1 Gold] from each Trade Route⟩ (bulk goods by water). (Civ V has no canal improvement; the connection is abstracted.)
- Leads to: CU10 Sacred River Tradition, TX10 Paper Making, WM02 Aqueduct, WM05 Water Mill, WM09 Rice Paddy Mastery, WM11 Industrial Canal Network, MC07 Hero's Aeolipile (Early Steam)
- 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
- 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.
- Tier: CORE · Era: Classical
- Prerequisites: WM01 + MC03 (Gearing)
- Unlocks: Water Mill. Also discoverable through Energy Systems.
- Notes: Absorbs the former ES01 (Water Wheel), which duplicated it. Its alternative on the industrial chain, for a civilisation without a river or water source, is the Windmill (MC04, v3.117).
- Leads to: ME08 Blast Furnace, ME18 Plate Armour, WM12 Tidal Mill, MC08 Steam Engine, MC19 Crank and Connecting Rod
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.).