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Trade
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.
| 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) |
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
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.
- Tier: STANDARD · Era: Primitive
- Prerequisites: SO01 (Basic Counting)
- Unlocks: ⟨[+1 Gold] from each Trade Route⟩ — city connections begin to pay the moment roads exist. The Trade screen (UI).
- Leads to: S10 Obsidian Trade Empire, SF16 Dhow Monsoon Trading, TR08 Cowrie Shell Currency, TR12 Potlatch Economy, TR14 Bazaar Economy, TX12 Imperial Dye Mastery
- Tier: CORE · Era: Ancient
- Prerequisites: SO04 + ME01 (Copper Working)
- Unlocks: Market (and the Arabian Bazaar). Standard coin, standard price.
- Leads to: SO11 Banking, ME17 Assaying, TR03 Caravansary, TR05 Letter of Credit, TR17 Long-Distance Trade
- Tier: STANDARD · Era: Ancient
- Prerequisites: TR02 + (AH02 or AH05)
- Unlocks: Caravansaryⁿ [45/1; +1 Gold; ⟨[+1 Gold] from each Trade Route⟩; ⟨[+1 Gold] from [Desert] tiles [in this city]⟩].
- Leads to: TR11 Caravan Oasis Network, TR17 Long-Distance Trade, WM11 Industrial Canal Network
- Tier: STANDARD · Era: Medieval
- Prerequisites: TR02 + SO04 + SO11 (Banking — the houses that honoured the bill)
- Unlocks: ⟨[+25]% [Gold] from Trade Routes⟩ — value travels without the coin.
- Leads to: CU07 Renaissance, TR06 Joint Stock Company, TR10 Futures Market, TR16 Phase Exchange
- Tier: STANDARD · Era: Early Modern
- Prerequisites: TR05 + SO11 (Banking)
- Unlocks: Trading Companyⁿ [375/3; requires a Bank in this city; +3 Gold; Merchant ×2; ⟨[+2 Gold] from each Trade Route⟩].
- Leads to: TR09 Free Trade Agreements, WM11 Industrial Canal Network
- 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.
- 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.
- 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]⟩].
- 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.
- 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.
- 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.
- 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.
- 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.
Generated from design/tech_tree.md (v3.126) — edit the document, not the wiki. Home · Breakthrough index · Changelog
Rules
- Discovery Mechanics
- Breakthrough Tiers
- Competing Solutions
- Knowledge Diffusion
- Environmental Modifiers
- Discovery States
- Grand Endeavours
- Eras
- From the start: Fire · Foraging · Stonework · Observation · Social Organization · Seafaring
- Opening in the Primitive era: Farming · Animal Husbandry · Mining · Metallurgy · Warfare · Philosophy and the Arts · Textiles & Materials · Water Management
- Opening in the Ancient era: Construction · Mathematics · Medicine · Trade · Mechanics · Chemistry · Optics
- Opening in the Classical era: Energy Systems
- Opening in the Medieval era: Electricity
- Opening in the Early Modern era: Thermodynamics · Quintessic Physics · Relativity & Cosmology
- Opening in the Modern era: Electronics · Nuclear Physics · Quantum Physics · Rocketry · Materials Science · Genetics · Aeronautics
- Opening in the Atomic era: Computing · Space Engineering
Endgame and worlds
- FTL Endgame
- FTL in Elemental Worlds
- Victories
- World Truths
- Foundational Questions
- Worked Example Worlds
- Game Balance Rules
Reference