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Focus Areas · Design document §3

Available from: SO04 (Writing) or SO09 (Quipu)

14 breakthroughs — CORE 1 · STANDARD 6 · UNCOMMON 2 · RARE 1 · UNIQUE 4 — Primitive – Space

Builds on: Foraging (1) · Social Organization (7) · Animal Husbandry (2) · Metallurgy (1) · Mathematics (2) · Mechanics (1) · Chemistry (1) · Quintessic Physics (1) · Energy Systems (4)

Leads into: Stonework (1) · Social Organization (1) · Metallurgy (1) · Seafaring (1) · Philosophy and the Arts (1) · Textiles & Materials (1) · Water Management (2)

The numbers count prerequisite links between this focus and the other. How to read the tables.

Overview

ID Breakthrough Tier Era Prerequisites
TR01 Barter System STANDARD Primitive SO01 (Basic Counting)
TR02 Currency CORE Ancient SO04 + ME01 (Copper Working)
TR03 Caravansary STANDARD Ancient TR02 + (AH02 or AH05)
TR05 Letter of Credit STANDARD Medieval TR02 + SO04 + SO11 (Banking — the houses that honoured the bill)
TR06 Joint Stock Company STANDARD Early Modern TR05 + SO11 (Banking)
TR08 Cowrie Shell Currency UNIQUE Ancient TR01 + Coastal location
TR09 Free Trade Agreements STANDARD Modern TR06 + SO06 (Codified Law)
TR10 Futures Market UNCOMMON Modern TR05 + MA06 (Probability Theory — insurance) + MA09 (Statistics)
TR11 Caravan Oasis Network UNIQUE Ancient TR03 (Caravansary) + Desert/arid biome
TR12 Potlatch Economy UNIQUE Ancient TR01 + G01 + Coastal/forest biome
TR14 Bazaar Economy UNIQUE Classical TR01 + SO06 (Codified Law) + Desert/arid or Many neighbors biome
TR15 Post-Scarcity Economics RARE Space MC12 (Robotics) + (ES08 Fusion, or ES12 Zero-Point, or ES14 Adv. Fission, or QM-E05 Re-Tempering Reactor, or QM-E07 Aether Tension Engine)
TR16 Phase Exchange UNCOMMON Modern CH22 (Five-Phase Theory) + TR05 (Letter of Credit)
TR17 Long-Distance Trade STANDARD Classical TR03 (Caravansary) + TR02 (Currency)

Prerequisite map

flowchart LR
  n_TR01["TR01 Barter System"]:::STANDARD
  n_TR08["TR08 Cowrie Shell Currency"]:::UNIQUE
  n_TR12["TR12 Potlatch Economy"]:::UNIQUE
  n_TR14["TR14 Bazaar Economy"]:::UNIQUE
  n_TR02["TR02 Currency"]:::CORE
  n_TR03["TR03 Caravansary"]:::STANDARD
  n_TR11["TR11 Caravan Oasis Network"]:::UNIQUE
  n_TR17["TR17 Long-Distance Trade"]:::STANDARD
  n_TR05["TR05 Letter of Credit"]:::STANDARD
  n_TR06["TR06 Joint Stock Company"]:::STANDARD
  n_TR09["TR09 Free Trade Agreements"]:::STANDARD
  n_TR10["TR10 Futures Market"]:::UNCOMMON
  n_TR16["TR16 Phase Exchange"]:::UNCOMMON
  n_TR15["TR15 Post-Scarcity Economics"]:::RARE
  n_TR02 --> n_TR03
  n_TR02 --> n_TR05
  n_TR05 --> n_TR06
  n_TR01 --> n_TR08
  n_TR06 --> n_TR09
  n_TR05 --> n_TR10
  n_TR03 --> n_TR11
  n_TR01 --> n_TR12
  n_TR01 --> n_TR14
  n_TR05 --> n_TR16
  n_TR03 --> n_TR17
  n_TR02 --> n_TR17
  classDef CORE fill:#dbeafe,stroke:#1d4ed8,color:#0b1b3b
  classDef STANDARD fill:#f1f5f9,stroke:#64748b,color:#0f172a
  classDef UNCOMMON fill:#dcfce7,stroke:#15803d,color:#052e16
  classDef RARE fill:#fef3c7,stroke:#b45309,color:#3b2005
  classDef UNIQUE fill:#fae8ff,stroke:#a21caf,color:#3b0a3f
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Prerequisites within this focus. Box colour is the tier (blue CORE, grey STANDARD, green UNCOMMON, amber RARE, purple UNIQUE); dotted arrows are alternatives (“or”); a line can pass behind another box, so follow it from its start. 11 of these 14 breakthroughs also need breakthroughs from other foci, which the overview above lists.

Breakthroughs

TR01 · Barter System

TR02 · Currency

TR03 · Caravansary

TR05 · Letter of Credit

TR06 · Joint Stock Company

TR08 · Cowrie Shell Currency

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: TR01 + Coastal location
  • Unlocks: Cowrie Exchangeⁿ [replaces Market; 100/0; +2 Gold; Gold +25%; Merchant ×1; ⟨[+1 Gold] from [Coast] tiles [in this city]⟩] — satisfies Currency's Copper Working prerequisite. Civ unique: ⟨[+1 Gold] from [Coast] tiles [in all cities]⟩ — money you can pick up on the beach.
  • Notes: West African/South Asian/Chinese alternative economic path.

TR09 · Free Trade Agreements

  • Tier: STANDARD · Era: Modern
  • Prerequisites: TR06 + SO06 (Codified Law)
  • Unlocks: Stock Exchange; ⟨Enables Research agreements⟩ (the canonical unique) — treaties that trade knowledge as well as goods.

TR10 · Futures Market

  • Tier: UNCOMMON · Era: Modern
  • Prerequisites: TR05 + MA06 (Probability Theory — insurance) + MA09 (Statistics)
  • Unlocks: Commodity Exchangeⁿ [625/3; requires a Bank in this city; +4 Gold; ⟨[+1 Gold] from [Strategic resource] tiles [in this city]⟩].

TR11 · Caravan Oasis Network

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: TR03 (Caravansary) + Desert/arid biome
  • Unlocks: Grand Caravanseraiⁿ [replaces Caravansary; 40/1; +1 Gold; ⟨[+2 Gold] from each Trade Route⟩; ⟨[+1 Food, +1 Gold] from [Oasis] tiles [in this city]⟩]; Oasis Rest Stopⁿ [improvement on Desert; 4 turns; +1 Food, +1 Gold]. Civ unique: ⟨[+1 Gold] from [Desert] tiles [in all cities]⟩ — the empty land is a road with tolls.
  • Notes: Silk Road, Trans-Saharan trade, Arabian caravanserai.

TR12 · Potlatch Economy

  • Tier: UNIQUE · Era: Ancient
  • Prerequisites: TR01 + G01 + Coastal/forest biome
  • Unlocks: Potlatch Hallⁿ [replaces Monument; 40/1; +2 Culture, +1 Happiness; Great Merchant points 2]. Civ unique: ⟨[+1] Happiness from each type of luxury resource⟩ — wealth given away comes back as standing.
  • Notes: Pacific Northwest indigenous economic tradition.

TR14 · Bazaar Economy

  • Tier: UNIQUE · Era: Classical
  • Prerequisites: TR01 + SO06 (Codified Law) + Desert/arid or Many neighbors biome
  • Unlocks: Soukⁿ [replaces Market; 100/0; +2 Gold; Gold +25%; Merchant ×2]. Civ unique: ⟨[+10]% [Gold] from Trade Routes⟩ and ⟨[+1] Happiness from each type of luxury resource⟩ — a market that thrives on variety. (Arabia's Bazaar remains Arabian.)
  • Notes: Islamic/Persian/Central Asian bazaar culture.

TR15 · Post-Scarcity Economics

  • Tier: RARE · Era: Space
  • Prerequisites: MC12 (Robotics) + (ES08 Fusion, or ES12 Zero-Point, or ES14 Adv. Fission, or QM-E05 Re-Tempering Reactor, or QM-E07 Aether Tension Engine)
  • Unlocks: ⟨[-100]% maintenance cost for [All] buildings [in all cities]⟩; ⟨[+3 Happiness] [in all cities]⟩ — scarcity ends, and with it the bill.
  • Notes: Speculative endgame.

TR16 · Phase Exchange

  • Tier: UNCOMMON · Era: Modern
  • Prerequisites: CH22 (Five-Phase Theory) + TR05 (Letter of Credit)
  • Unlocks: Phase Exchangeⁿ [500/3; +3 Gold; ⟨[+2 Gold] from each Trade Route⟩]. Process only: routes that complete a cycle pay more; stacks toward Full-Cycle Coupling (QM-E11). Also discoverable through Chemistry.
  • Notes: A route that turns the wheel.

TR17 · Long-Distance Trade

  • Tier: STANDARD · Era: Classical
  • Prerequisites: TR03 (Caravansary) + TR02 (Currency)
  • Unlocks: Petra (world wonder); Trading post (improvement) — the routes that cross a continent.
  • Notes: The Silk Road opens (c. 130 BC).

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