rondiggity
Chieftain
- Joined
- Jul 22, 2013
- Messages
- 37
Commerce (Medieval Era)
6 - 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.
7 - 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.
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.
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."
One of my least favorite trees.
Exploration (Medieval Era)
8 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
8 - 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.
6 - 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..
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.
If I'm going for a culture victory, usually I just open it for the Louvre, then Maritime Infrastructure, and then direct my attention to getting the right tenets in place.
Rationalism
8 - 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.
8 - 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.
9 - 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.
Big fan of Rationalism in general. When going Scientific, I like to combine the finisher plus Oxford to go from Radar to Satellites in one fell swoop.
6 - 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.
7 - 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.
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.
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."
One of my least favorite trees.
Exploration (Medieval Era)
8 - Exploration Opener: +1 Movement for Naval units and +1 Sight for Naval Combat units. Unlocks the Louvre.
8 - 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.
6 - 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..
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.
If I'm going for a culture victory, usually I just open it for the Louvre, then Maritime Infrastructure, and then direct my attention to getting the right tenets in place.
Rationalism
8 - 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.
8 - 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.
9 - 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.
Big fan of Rationalism in general. When going Scientific, I like to combine the finisher plus Oxford to go from Radar to Satellites in one fell swoop.