Rate the Social Policies Part III: Commerce/Exploration/Rationalism

sonicandfffan

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THE RESULTS

Votes so far: 30

5.81 - Commerce (Medieval Era)

6.00 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
3.73 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
5.53 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
3.63 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
7.5 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
8.00 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
6.27 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


5.20 - Exploration (Medieval Era)

5.97 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
6.60 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
6.01 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
3.10 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
3.73 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
6.33 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
4.63 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


7.28 - Rationalism

8.30 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
8.43 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
6.83 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
7.83 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
4.77 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
6.37 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
8.40 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.


Thanks to everyone who voted for Tradition/Liberty/Honor and Piety/Patronage/Aesthetics. Now we move on to Commerce/Exploration/Rationalism.

Credit to kaspergm for the format from his rate the beliefs topics. We've done beliefs and wonders, now we move on to social policies. Adding a numerical value to things helps new players (and experienced players) decide how to prioritise their game and I think doing this for several aspects of the gameplay will provide useful resources for this forum.

I'd ask you to put your vote before the name of each belief, like this:
5 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens.

As with the wonders, the voting range is from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:

10 = Pretty much required for any game
9 = Excellent
8 = Extremely good
7 = Very good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Very Poor
1 = Worse than useless
0 = Never take ever.

When voting, take into account both the strength of the policy, its prerequisites, the policies it unlocks and how situational it is in its applicability. To give an example of this, a policy like citizenship might not be the best by itself, but the fact it unlocks two useful policies should factor into your score. Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that something useful for a domination victory might not be as useful for a cultural victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of social policies:


Commerce (Medieval Era)

_ - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
_ - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
_ - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
_ - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
_ - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
_ - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
_ - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

_ - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
_ - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
_ - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
_ - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
_ - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
_ - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
_ - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

_ - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
_ - Secularism (leads to Sovereignty): +2 Science from every Specialist.
_ - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
_ - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
_ - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
_ - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
_ - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
Commerce (Medieval Era)

7 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
4 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
8 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
4 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
7 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
7 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
6 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

4 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
5 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
6 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
3 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
6 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
7 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
7 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

7 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
7 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
7 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
8 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
7 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
6 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
9 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.[/QUOTE]
 
Commerce (Medieval Era)

-7 Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben. Big ben is great opener is only ok
- 4 Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes. Generally want to get the ships if you can but can be ok in a pangea
-8 Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%. I'm biased I like big epic speed games with puppet empires this is a lifesaver for those
-3 Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster. Great if your venice otherwise you generally want to avoid the merchants.
-9 Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
-9 Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource. Best happiness booster before ideologies and great for running that unpopular Ideology
-7 Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era." Comes a bit too late but adds a considerable amount of gold to wide empires and works well with jungle trading posts.


Overall a Solid all-around tree thats more suited towards wide empires. Usually worth 3 points for mercantilism+big ben combo and extra gold on top.

Exploration (Medieval Era)

5 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre. Louvre is best cultural building, the ability is a little situational. It's sometimes worth unlocking just for Lourve but not a necessity.
5- Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities. Hard to judge this as its so map dependant.
6- Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse. Surprisingly strong happiness on the right map and especially so with carthage but again too map dependent and not all cities will want to build harbors/seaport
2- Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster. Garbage unless you are going all out naval warfare and even than I rarely find myself lacking admirals.
_-3 Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse.. Doesn't even cover the infrastructure costs...
5- Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes. Midgame its a decent 20 GPT not bad
6- Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era. Had potential to be a great but you still have to hard build all those archaeologist (or steal them) and can be negated by the AI finishing the tree first

A lacking tree that is entirely too map dependent and is surprisingly lacking archaeologist production or yield bonuses. Certain maps might be worth it to get three for the happiness boost or just one for unlocking the lourve but otherwise a very skippable tree.


Rationalism

-9 Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower. Porcelain tower is very easy for me to get (so far) and 10% science is great
10- Secularism (leads to Sovereignty): +2 Science from every Specialist. It's great it works with any victory type combines with statue of liberty whats not to like
7- Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
10- Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities. Pretty massive science boost
4- Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings. The only forgetable policy in the tree
6- Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%. comes too late and hard to time with the finisher but a great boost nonetheless
-9 Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era. It's annoying to time the polciy with a tech rate and its shame you want to finish rationalism so fast because all the polices are great

It's a great tree possibly the best and it works with any victory type. I consider 2 points in it a must.
 
Commerce (Medieval Era)

4 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben. (Can be good for smaller empires, but looks rather weak as you add more cities. I only rate it this high as Big Ben is one of the better wonders)
1 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes. (Even with this bonus, they're still inferior to sea trade routes).
7 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%. (Can add up to a huge amount in larger empires. Not so good in archipelagos).
4 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster. (Not really my favourite great people, but OK)
8 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange. (stacks nicely with Big Ben, and the science is nice to have)
7 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource. (Quite a sizeable boost in most cases).
7 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era." (A decent finisher - not so much on archipelagos where there's less land to cover in trading posts).


Exploration (Medieval Era)

5 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre. (better on archipelago. Louvre is a very good wonder, and the main reason for unlocking this on most maps)
7 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities. (A nice boost in often low production cities)
6 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse. (A nice enough boost, and near mandatory on archipelago)
1 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster. (Great admirals are by far the least useful great people, regardless of map type)
3 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse. (OK, but quite a small boost)
5 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes. (Decent boost to existing trade routes)
2 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era. (Great Admiral purchasing is pointless. Often aren't many hidden sites either).


Rationalism

7 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower. (Porcelain Tower is a nice wonder, and the science boost is always good)
8 - Secularism (leads to Sovereignty): +2 Science from every Specialist. (Always useful).
5 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster. (Decent, though nothing spectacular)
7 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities. (Nice to actually have a tile improvement that boosts science)
3 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings. (Tends to add up to a fairly small sum)
4 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%. (And if I had more control over the tech I'd rate it higher)
7 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era. (A solid finisher, unlocking a good great person type. Free tech is always good to have)
 
For your information, Wagon Trains and Treasure Fleets policies don't work :lol:
 
Commerce (Medieval Era)

5 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
6 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
4 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
6 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
6 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
8 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
4 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

4 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
6 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
4 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
3 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
4 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
8 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
1 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

7 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
8 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
6 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
7 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
6 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
5 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
8 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
Commerce (Medieval Era)

6 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben. - This is not going to give you a lot. Only because of Big Ben is this opening receiving 6, otherwise it'd be 2.
0 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes. - oh god this is one of the worst things ever. LTR completely suck and there's no reason to use one if you have naval ones usable, and the +2 gold is going to give you - even assuming you used all 10 trade routes on LTR (why the hell would you do that with cargo ships available?) it's 20 gpt ultra late.

But obviously you are going to be sane and use Cargo Ships instead. At least if you're sane. Maybe if Wagon Trains made it so Caravans gave the same benefits as Cargo Ships it'd be a good policy, but currently it's beyond horrible. I can't understand why it gets anything but 0-2. I mean, late game gold (it's Medieval by the time you get the policy) is just very easy to get, and you're looking at a mere 2-4 gold for an entire policy (unless you only use caravans. Why would you do this though when a cargo ship giving twice the benefits costs almost the same ammount of production?).

And it doesn't even have the decency to actually work. Denounced.

2 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%. - it just isn't much. Still better than Wagon Trains, but it just feels like 50% of a decent policy.

0 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster. - this policy HURTS you by delaying GP that actually matter - Scientists and Engineers.

If fall patch either buffs GM or makes them on a separate pool from GS and GE, it's going to deserve a 4.

Granted for Venice it's a 6. Even for them it feels like about 2/3 of a good Policy.


10 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange. - a policy that isn't bad? - a good, very good policy. Slightly helps with Science and saves you tons of gold.
9 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource. - good, good. Very good.
6 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era." - finishing this tree makes GM almost as good as other GP.

Rate it 10 for Venice, because by this time your MoVs get four times the gold and twice the influence of a regular Merchant. Very nice. If you're a faith monster, you're also getting those uber Merchants with Faith. Great.


Exploration (Medieval Era)

5 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
9 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities. - since I love getting coastal cities, it's a very nice policy. Combine it with Liberty and Order's +1 of everything per city, +2 per city and +1 per mine/quarry to make all of your coastal cities instantly able to get stuff done fast.
8 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse. - it's a lot of happiness if you are a coastaholic like me.
2 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster. - it's not... horrible, because Admirals really have problems to keep up with Frigates, but it's still bad.
1 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse.. - not too good, but at least theoretically if you build those in all your coastal cities to get happiness, you pretty much don't have to pay for their upkeep. Still not too noticeable.
1 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes. - wow, 40 gold ultra late game. It's not as bad as LTR onebecause Cargo Ships are superior than Caravans (and receive more of a benefit from their policy for some weird reason?), but still. Doesn't work tho.
1 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era. - if those Hidden Antiquities gave more cultourism/tourture? I'd be game. Otherwise nope, especially since you rarely will need more than 1/2 GAs.

Generally if I take this, I do it merely to get Louvre and get those two first good policies. Others are not worth taking.


Rationalism

7 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower. - good.
9 - Secularism (leads to Sovereignty): +2 Science from every Specialist. - really good.
8 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster. - very good.
8 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities. - very good.
1 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings. - it's better than other crappy +1 gold per building policies, because there's literally no reason NOT to want Science buildings in your cities, so you're always going to benefit from this without any effort.
4 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%. - didn't know how to rate this, because RA's are... kinda troublesome to get.
9 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.[/QUOTE]
 
Commerce (Medieval Era)

5 - Commerce Opener: Very focused on capital. Big ben is easy to get, and with some other tenets you can buy a lot.
3 - Wagon Trains (leads to Entrepreneurship): Not impressive at all. However have interesting timing (quite early so this 2g may still matter). Weird that just land.
4 - Trade Unions (leads to Mercentilism): Is ok.
6 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): This is better since gives both gold and infleunce.
7 - Mercantilism (requires Trade Unions, part leads to Protectionism): Gold + science.
9 - Protectionism (requires Entrepreneurship and Mercantilism): A lot of happiness.
7 - Commerce Finisher: Is ok.

Overall: It's ok tree to have when you have spare policies while waiting for rationalism.


Exploration (Medieval Era)

5 - Exploration Opener: Havent played map where naval part matter, but louvre is always good for cultural victory.
5 - Maritime Infrastructure (part leads to Merchant Navy): nice but important for very short time.
7 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): Fair amount of happiness.
2 - Navigation School (Requires Naval Tradition ): This would be better if Admirals ware better.
3 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): Meh.
4 - Treasure Fleets (Requires Merchant Navy): Late game all my routes may be see, so it is decent.
5 - Exploration Finisher: Again admirals. Hardly ever i need this hidden spots, or even have place for even more artifacts.

Overall: Hardly ever go futher than louvre or happiness. Even if we assume that Exploracion is bit of everything then it lacks some science bonus, and naval combat bonus.


Rationalism

10 - Rationalism Opener: Every victory is science victory to some degree.
10 - Secularism (leads to Sovereignty): No matter what you are doing you probably have many specialists.
7 - Humanism (leads to Free Thought): Great to have.
6- Free Thought (requires Humanism): Great if we have jungle posts, but otherwise more food may be better.
5 - Sovereignty (requires Secularism, leads to Scientific Revolution): At least they pay for themselves.
8 - Scientific Revolution (requires Sovereignty): We probably have lots of Agreement flying aroubd. May be less valueable if we go for domination, but otherwise...
9 - Rationalism Finisher: Very useful if you time everything just to grab this last 4 last technologies which you miss to total victory.

Overall: Best tree ever? Maybe too good. For example Science mod could be capital only (but bigger) similar to commerce. But anyway, since every victory is science victory (which itself isnt so cool) then rationalism is almost a must tree. In fact it is lame, since it lowers value of not so bad trees like Piety, Patronage, Commerce, Exploration. Which means every game is the same. Also benefit too much wide empires.
 
For your information, Wagon Trains and Treasure Fleets policies don't work :lol:

For your information, Wagon Trains and Treasure Fleets policies DO work. :p

But as with everything related to trade routes, you only get the bonus for "new" routes after you picked the policy (or improved the luxury, or build a market etc.).

Income per trade route is a static value for a set amount of turns. It can only improve after it finished its current route.
 
Commerce (Medieval Era)

6 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
6 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
8 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
3 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
9 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
10 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
4 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

5 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
7 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
6 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
2 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
5 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
8 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
6 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

9 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
5 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
3 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
6 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
7 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
5 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
7 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
Judging from most people's comments here, there is very little incentive to complete the exploration tree. The benefits are underwhelming compared with all other policies. I would suggest the finisher bonus should be a one time gold bonus for meeting unknown city states analogous to Spain's UA gold bonus for finding Natural Wonders.
 
Commerce (Medieval Era)

5 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
2 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
5 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
2 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
7 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
8 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
5 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."

This entire tree seems utterly pointless to take. With trade routes, money becomes a moot concern in Civ5, especially the latter eras. Diplomatic victories only need to take patronage to win. They also don't have enough culture to go around dipping into this tree. Great merchants has always been quite useless to me. Since the game depends so much on science, popping GS is more important for diplomatic victories than this.

Exploration (Medieval Era)

7 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
6 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
5 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
3 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
3 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
5 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
7 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.

I can see *some* uses for culture victories here so the finisher and opener get some decent scores. But seriously, make it so that hidden antiquity sites doesn't trigger diplo penalties. It's stupid and annoying.

Rationalism

9 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
9 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
7 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
7 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
3 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
7 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
9 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.

Pretty much the one tree every condition/civ should get. At least secularism and the opener.
 
Commerce (Medieval Era)

4 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
3 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
6 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
2 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
8 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
9 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
5 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."

Commerce has 2 excellent abilities mixed with 4 mediocre ones. It's only a good tree if you're swimming in money and plan on making purchases a large portion of your production. If you're short on cash any other tree's gold related bonus will do just as well.

Exploration (Medieval Era)

5 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
7 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
6 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
2 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
4 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
6 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
4 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.

The entire exploration tree is actually at it's strongest if you're going wide, it offers 3 (4, if you count access to extra artifacts) strong bonuses which operate on a per city basis. But, all of those buildings which benefit from the bonuses are only good in larger cities, as well as taking forever to build.

I suggest a small change
Merchant Navy: +1 gold / sea building, and the first city founded on each continent receives a free harbor.

Rationalism

9 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
7 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
4 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
5 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
5 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
6 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
8 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
Commerce (Medieval Era)

7 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
5 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
5 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
4 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
8 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
8 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
7 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

5 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
5 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
5 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
3 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
4 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
6 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
7 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

5 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
8 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
6 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
7 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
4 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
4 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
5 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
I dont wanna vote but I have to comment here:
Commerce (Medieval Era)
This entire tree seems utterly pointless to take. With trade routes, money becomes a moot concern in Civ5, especially the latter eras. Diplomatic victories only need to take patronage to win. They also don't have enough culture to go around dipping into this tree. Great merchants has always been quite useless to me. Since the game depends so much on science, popping GS is more important for diplomatic victories than this.
Mercantilism is absolutely amazing in BNW because you have more money. Commerce also unlocks Big Ben and the combination is just nasty. Also, coupled with the finisher, Great Merchants are actually pretty awesome. A single trade mission is worth 5-6 bombers.
Wagon trains and +2 happiness per luxury are both excellent policies for warmongers who get isolated by denouncements.
Overall, a situational but very strong tree.

Commerce (Medieval Era)
I can see *some* uses for culture victories here so the finisher and opener get some decent scores. But seriously, make it so that hidden antiquity sites doesn't trigger diplo penalties. It's stupid and annoying.

I totally agree here. Hidden antiquity sites shoudn't lead to diplomatic problems.
 
Interesting!

I might take this tree next time on a diplomatic win to see if I can actually complete this tree. The gold bonus do seem overkill.
 
5.85 Commerce (Medieval Era)

7 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
4 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
4 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
3 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
6 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
9 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
8 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


6.28 Exploration (Medieval Era)

7 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
9 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
8 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
7 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
4 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
5 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
4 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


8 Rationalism

8 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
9 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
8 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
10 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
7 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
7 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
7 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
Commerce (Medieval Era)

4 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
3 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
7 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
1 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
5 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
8 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
6 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

3 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
5 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
4 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
1 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
2 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
6 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
4 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

10 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
9 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
8 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
9 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
5 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
5 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
10 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
Commerce (Medieval Era)

6 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
3 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
5 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
5 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
6 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
8 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
7 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

7 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
6 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
7 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
3 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
4 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
6 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
6 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

9 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
9 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
8 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
9 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
5 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
6 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
8 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
Commerce (Medieval Era)

5 - Commerce Opener: Boosts Gold output in the Capital by 25%. Unlocks Big Ben.
7 - Wagon Trains (leads to Entrepreneurship): +2 Gold from all your Land Trade Routes.
5 - Trade Unions (leads to Mercentilism): Maintenance paid on Roads and Railroads reduced by 50%.
6 - Entrepreneurship (requires Wagon Trains, part leads to Protectionism): Great Merchants are earned 25% faster.
7 - Mercantilism (requires Trade Unions, part leads to Protectionism): Purchasing items in Cities requires 25% less Gold. +1 Science from every Mint, Market, Bank and Stock Exchange.
7 - Protectionism (requires Entrepreneurship and Mercantilism): +2 Happiness from every Luxury Resource.
5 - Commerce Finisher: Grants +1 Gold for every Trading Post and double Gold from Great Merchant trade missions. Can purchase Great Merchants with Faith from the Industrial era."


Exploration (Medieval Era)

5 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
6 - Maritime Infrastructure (part leads to Merchant Navy): +3 Production in all coastal Cities.
7 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
2 - Navigation School (Requires Naval Tradition ): A Great Admiral appears. +2 Movement for all Great Admirals. Great Admirals are earned 25% faster.
6 - Merchant Navy (Requires Maritime Infrastructure and Naval Tradition): +1 Gold for each Harbor, Seaport or Lighthouse..
9 - Treasure Fleets (Requires Merchant Navy): +4 Gold from all your sea trade routes.
1 - Exploration Finisher: Allows you to see Hidden Antiquity Sites. Can purchase Great Admirals with Faith from the Industrial Era.


Rationalism

7 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
6 - Secularism (leads to Sovereignty): +2 Science from every Specialist.
7 - Humanism (leads to Free Thought): Great Scientists are earned 25% faster.
7 - Free Thought (requires Humanism): +1 Science from every Trading Post and +17% Science from Universities.
6 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
6 - Scientific Revolution (requires Sovereignty): Boosts Science gained from Research Agreements by 50%.
9 - Rationalism Finisher: Grants a free Technology. Allows the purchase of Great Scientists with Faith from the Industrial Era.
 
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