Negotiation (x20)
Requires: Sedentary Lifestyle, Sailing
Leads to: Naval Warfare, Caste System
Special Abilities:
Chief’s Hut: +2

Frontier Outpost: +1
Enables: Negotiator’s Hut (Building)
Negotiator’s Hut
+1

, +3

-10%

War
2 Education/Turn
Requires Prime Timber
Requires City Size of at least 6
Obsolete with Diplomacy
90
Diplomacy (x35)
https://en.wikipedia.org/wiki/Diplomacy
Requires: Code of Laws, Road Building
Leads to: Calligraphy, Spice Trade
Special Abilities:
First to Discover Receives a Great Merchant
Enables: Ambassador’s House (Building), Emporium (Building)
Ambassador’s House
+1

, +4

, +2

, +5%

-15%

War
+1

with Open Borders
3 Education/Turn
Requires Bricks or Cement or Marble
Requires Tablets or Scrolls or Books or Paper
Requires City Size of at least 6
159
Emporium
https://en.wikipedia.org/wiki/Emporium_(antiquity)
+1

, +5%

, +1

+1 Trade Route
+10% Trade Route Yeld
+1

with Open Borders
+1

with Free Market
Requires Bricks or Cement or Marble
159
Foreign Policy (x70)
https://en.wikipedia.org/wiki/Foreign_policy
Requires: Imperialism
Leads to: Mass Transit
Special Abilities:
Ambassador’s House: +2 culture
Ambassador’s House: +2 espionage
First to Discover Receives a Great Statesman
Enables: Department of Foreign Policy (National Wonder)
Department of Foreign Policy
+1

, +6

, +4

+10%

in All Cities
+2 Trade Route
-25%

War
+15% Defense against Espionage
+1

with Open Borders
+2

with Skilled Workers Only
+3

with Secure Borders
5 Education/Turn
Requires City Size of at least 13
750
