Ok, then it isn't documented. Look in the buildings spoiler tag in the first post in the city development thread: Spoiler : Details - Buildings Stable -25% cost. +1 +1 on each Horse worked by this city. The break-even point is now 7 chariot archers, 5 horsemen, or 3 knights (down from 9, 6, 4 respectively). If you mass-produce more horse units than this, the stable will provide you benefit. However, to pay for the increase mass-produce capability you delay initial production, no benefit if you rush-buy, and requires improved horses in the city radius. Workshop 30% building production (was 20%) Windmill -45% cost and 20% production (was 15%) (same cost as Workshop, 33% less effective, but applies to units and wonders). Opera House +1 Culture +1 for Temple and Museum, -2 for Opera House Broadcast Tower -20% cost. Granary 2, and +1 on each Cow, Deer, Sheep, and Fish worked by the city. Renamed to Smokehouse. Aqueduct 40% storage. (Growth multiplied by 1.6x) Hospital 60% storage. (Growth multiplied by 1.6x, cumulative with Aqueduct for a total 2.5x) -50% cost. Medical Lab 75% storage. (Growth multiplied by 1.6x, cumulative with Hospital for a total 4x)-40% Market, Bank -25% cost. Stock Exchange -50% cost. Harbor +1 on water tiles worked by this city (was 0) (trade and tourism). 4/turn maintenance (was 3) Research Lab +1 on water tiles worked by this city (was 0) (deep-sea exploration). Arsenal 50% land and air unit production (was 20%, 0%) Armory 20xp (was 15) Military Academy 25xp (was 15) No forge mention. But very few countries actually adopted free trade, Britain was really alone in its 19th century free trade policies. In general economic policy remained much unchanged until the 20th century and the foundation of central banks. Already in the mod I thought, with +1 gold for non-fresh-water trading posts. Already represented by the fertilizer tech boost. My point isn't that there weren't big increases in lots of fields, my point is that you've already modeled these well with the combination of existing boosts.