Commerce[]
[Medieval Era]
Opener[]
+50% Great Merchant points.
Unlocks Big Ben World Wonder.
Silk Road[]
[Tier 1]
+3 Gold from all foreign and internal Trade Routes. +1 Culture from Markets.
Mercenary Army[]
[Tier 1]
Allows purchase of Landsknechts (at Civil Service) and Foreign Legions (at Replaceable Parts).
Entrepreneurship[]
[Tier 2, Prereq: Silk Road][]
+2 Trade Routes. -50% road/railroad maintenance cost. -25% building maintenance cost.
Mercantilism[]
[Tier 2, Prereq: Silk Road, Mercenary Army]
-20% cost for Gold purchasing. +2 Science from Markets, Mints, Banks, and Stock Exchanges.
Protectionism[]
[Tier 3, Prereq: Mercantilism]
+1 Food and +4 Gold from Customs Houses. +4 Production, +4 Culture, and +4 Happiness from East India Trade Company.
Finisher[]
[Prereq: All lower policies]
2 free Great Merchants and Trade Missions are twice as profitable. +1 Gold from Trading Posts.
Unlocks Faith purchasing Great Merchants.