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.
. The reason I have rated NS so high is partly to offset the zeros and ones for a policy that, when understood and used well, can be hugely important. The ability to travel the oceans way before Astronomy can be enormous on some maps, allowing for more lucrative trade routes, meeting all civs first, lots of new potential luxury trades for happiness, new city states to find and deal with, and some previously missed ruins. Overall Exploration is situational and certainly not the most powerful tree but I have found ways to make it work pretty well in certain games. Depending on the situation it's not a bad choice for just dipping into, either left side or right side, if you're short of production or happiness on water maps.

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