The Hearth is the free foundation. These are current gameplay effects, not promises of later-era buildings.
- Flintknapping
- Train Slingers, an early ranged option with four ammunition charges.
- Watch Cairns
- Every city sees one tile farther, revealing its new surroundings immediately.
- Trapping
- Train Javelin Hunters, who can throw and then reposition if movement remains.
- Grain Cultivation
- Each completed farm gains +2 food. Terrain yields still count separately.
- Bowyery
- Train Archers with a range of 1–3 tiles. They damage defenders and cities but do not capture cities.
- Dugout Canoes
- Settler parties can follow discovered coastlines. Deep ocean, combat formations and Supply Caravans remain excluded; disembark before founding.
- Potter's Kiln
- Every city gains +40 food storage, also on top of a Storehouse. The growth threshold does not increase.
- Boundary Stones
- Build up to 8 farms within 2 tiles of each city. Completed outer farms work real yields; cities cannot both work the same tile.
- Weaving
- Train the noncombat Supply Caravan and establish recurring provision deliveries.
- Herbal Lore
- Rest gains +10 health per upkeep while supplied or strained, capped at full health. It does not allow isolated units to heal.
- Star Reckoning
- Each owned, unoccupied city generates +2 science per turn.
- Burial Rites
- Each city's target happiness gains +10. Actual happiness approaches the target gradually, affecting morale and production as thresholds are reached.