I only wrote the function of each card, rather than the name, sinbce the latter isn't very important strategy-wise. The numbers in brackets are (hc level availible/age can be sent) In terms of prereqs:
a
-b
--c
---d
---e
here, b requires a, c reqs b, and both d and e req c. In the few places where a complex branch occurs I use an asterix. So:
a (*)
-b
--c
(*)d
here, d recs a.
I'm reasonably sure there arn;t sig errors, but if anyone finds any please do say so.
Portuguese Cards:
NEW WORLD TRADING COMPANY
team 1000 wood (10/4)
300 food (0/1)
-600 food (0/2)
--700 food (10/2)
---1000 food (10/3)
----1600 food (25/4)
300 wood (0/1)
-600 wood (0/2)
--700 wood (10/2)
---1000 wood (10/3)
----1600 wood (25/4)
300 gold (0/1)
-600 gold (0/2)
--700 gold (10/2)
---1000 gold (10/3)
----1600 gold (25/4)
5 sheep (0/1)
-10 sheep (0/3)
-5 cows (0/2)
2 surgeons (0/2)
Hot air ballons(10/2)
1 covered wagon (0/3)
-increases tc build limit by two(10/4)
--2 covered wagons (10/4)
Improved explorer (0/1)
-2 explorers (25/4)
MILITARY ACADEMY
10 pikemen (0/3)
-20 pikemen (10/4)
8 crossbows (0/2)
-10 crossbows (0/3)
7 halbs (0/3)
-8 halbs (0/4)
--9 halbs (0/3)
6 musketeers (0/2)
-8 musketeers (0/3)
--13 musketeers (10/4)
---11 musketeers (10/3)
----16 musketeers (25/4)
7 cassadores (0/3)
-8 cassadores (0/4) (*)
--9 cassadores (10/3)
---11 cassadores (10/4)
(*) team gunpowder infantry hp increased (10/4)
-musk/cass attack increased (10/4)
--musk/cass attack/hp increased (25/4)
4 dragoons (0/3)
-5 dragoons (0/4) (*)
--6 dragoons (10/3)
---7 dragoons (10/4)
----6 cassadores and 4 dragoons (25/4)
(*) increases dragoon attack/hp (10/3)
-get dragoons in age 2 (10/1)
advanced artillery (0/4)
3 organ guns (0/3)
-4 organ guns (0/4)
--team artillery hitpoints (10/3)
---2 culverins (10/4)
1 mortar (0/4)
-2 mortar (0/4)
--2 heavy cannon (10/4)
CATHEDRAL
native lore imps cost no coin (0/2)
-native warriors shiped from each allied tribe (0/2)
--cheaper natives (10/3)
---cheaper/stronger/attacking tradeposts (25/1)
faster inf training (10/2)
faster cav training (10/2)
faster artillery training (25/2)
faster/cheaper ships training (25/2)
better tc attack and second minutemen (0/1)
-increased villy hp (0/1)
--team wall hp increased (10/2)
---building hp increased (10/1)
fort (0/3)
-earlier/better arsenal (10/2)
team cheaper outposts (0/1)
-2 outposts (0/2)
--better walls/outposts/fort (25/4)
unique church techs (10/2)
cheaper/stronger mills (0/1)
cheaper/stronger/earlier plantations (25/1)
better resource exchange rate (0/1)
better docks (attack/healing/training) (10/1)
factory (0/4)
-another factory (10/4)
MANUFACTURING PLANT
building faster (10/2)
team boat gather rate improved (0/1)
-boat gather rate improved (10/2)
--cheaper fishing boats (10/1)
---4 fishing boats for each dock (25/4)
faster wood (10/1)
-faster wood (25/1)
faster mine coin (0/1)
-faster mine coin (10/2)
--faster all coin (25/3)
faster mill food (10/2)
-faster all food (25/3)
faster hunt/berry food (0/1)
-faster hunt berry food (10/2)
faster villy training (25/2)
faster plantation coin (0/1)
-faster plantation coin (0/2)
--faster plantation coin (10/3)
HARBOUR
increases max warships (0/2)
1 caravel (0/2) (*)
-2 caravel (0/2)
--3 caravel (10/3)
(*)1 galleon (0/2)
-1 frigate (10/3)
--1 monitor (10/4)
--warship attack.hp increased (10/2)
increased building attack vs ships (10/1)
2 privateers (0/2)
-4 privateers (10/3)
barbary corsair mercs (10/3)
-mameluke mercs (10/3)
--medit. merc army (25/4)
samurai mercs (10/3)
-asian merc army (25/4)
hackapell mercs (10/3)
mercs are cheaper (25/3)
Do not think that you think,
Because if you think that you think,
You just think that you think.