+1 Science from every Mint, Market, Bank, and Stock Exchange. Mercantilism: Purchasing items in Cities requires 25% less Gold. Use them to shore up a weak ally and get +30 Influence, but a whopping 1200 Gold. Great Merchants are great, and I always use them for Trade Missions (almost). Tips and Strategies for this Policy: This is a simple enough Policy and doesn't need much description. Receive double Gold from Great Merchant trade missions. Keep them as Anti-Tank Guns in the Late-game, if you want to keep the capture bonus, as Helicopter Gunships cannot take Cities.Įntrepreneurship: Great Merchants are earned 25% faster.
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They will upgrade to Lancers, Anti-tank guns, and later Helicopter Gunships. Otherwise, taking on this Policy lets you raise a Military very quickly. Just one of these guys, kept safe, can help pay for himself two-three times over, for they cost only 160 Gold before any discounts. Tips and Strategies for this Policy: The Landsknecht gets double gold while pillaging Cities, and is otherwise very similar to a Pikeman.
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Mercenary Army: Allows the purchasing of Landsknechts. All that military upkeep and roads will eat into your Civ's GPT badly. This is one of the reasons I consider Commerce essential to the wide, sprawling empire. The best part of this is the reduction in maintenance on those roads, which will save you tons with a large empire. Tips and Strategies for this Policy: The +2 Gold from Land Trade Routes is great, but not that impressive given the best are from sea and +2 Gold is not much with only 8 Trade Route Slots available. Maintenance paid on Roads and Railroads reduced by 50%.
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Wagon Trains: +2 Gold from all your land Trade Routes. Plan ahead and start using these with your Workers as soon as they're available. Your Trading posts will deliver a whopping +3 Gold, +1 Science, which is massive when added in with the multipliers from Markets, Banks, and Stock Exchanges. Rationalism will give them +1 Science, and Technology eventually gives them another +1 Gold. The better bonus is that every Trading Post will give +1 extra Gold, which is excellent if you have a large Puppet-empire acquired through conquest. The Commerce Finisher is to allow the purchase of Great Merchants with Faith starting in the Industrial Era. If happiness is clearly a future problem, I would definitely max it out to allow my Cities to continue to grow, or for the Puppeting of more Cities for my War efforts.
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Commerce is one of my favorite trees and I use it at least a little in most games.
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This, plus Mercantilism gives you a 40% discount on all purchases, bring that 1k Gold Windmill down to an affordable 600 Gold. It gives a flat Gold bonus, along with -15% purchasing costs in Cities. I consider this tree to be essential to any wide play because of the cost reduction on roads and rails, along with all the Happiness you'll get when all Luxuries are boosted by +2 each.Ĭommerce is also great in that Adopting it no longer increases Gold output in the Capital by 25%, but also unlocks Big Ben, one of the best Wonders in my opinion. Every Civ needs gold, and this one will boost it immensely if you finish off the tree, plus you'll make your empire happier. It's not for anyone in particular, but does Synergize really well with Patronage or Honor. Civilization 5 Commerce Social Policies Strategy Guide for Gods and Kings & Brave New World Civ 5 Social Policies GuideĬommerce is first available in the Medieval Era and benefits Civs of all kinds.