6 - 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%.
5 - 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.
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."
6 - 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.
7 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
4 - 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..
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.
7 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
9 - 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.
5 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
3 - 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.
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%.
5 - 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.
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."
6 - 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.
7 - Naval Tradition (leads to Navigation School, part leads to Merchant Navy): +1 Happiness for each Harbor, Seaport, or Lighthouse.
4 - 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..
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.
7 - Rationalism Opener: +10% Science while the empire is Happy. Unlocks building the Porcelain Tower.
9 - 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.
5 - Sovereignty (requires Secularism, leads to Scientific Revolution): +1 Gold from Science buildings.
3 - 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.