more combos from Moi
Slaver-(slave market courtesy of Luckmann) -> Plantation Owner - Farms and Orchards gain increased food yields
Slaver- "" "" -> Warlord-can train slave soldiers (decreased HP and morale, much cheaper)
Slaver- "" "" -> Minister- can build Colliseums, prestige bonus for city, large.
Slaver- "" "" -> Merchant- can build an improved Slavers Market (Slavers Forum) that increases trade income and static monetary gain (keeps former bonuses as well).
Slaver- "" "" -> Mason- cities with a Slave Market can build improvements 30% faster.
Royalty- loyalty bonus for troops and Champions -> Warlord- increased morale for troops, Heroic victories gain more prestige, Champions gain experience faster
Royalty - "" "" -> Soldier- high prestige cities are known for their Military Rigor, in honor of the Soverign ... cheaper/faster training-> able to get better troops for less training.
Royalty- "" "" -> Plantion Owner- Farms and Orchards are larger, more expensive, and grant prestige. (famous foods). Slight food increase as well.
Royalty- "" "" -> King- Prestige bonus for all cities
Royalty- "" "" -> GodKing- large prestige bonus, and moderate food bonus, in Capital City. Capital Keep is a Palace(holds more people, larger), trading defenses for prestige and granduer. All other cities have a normal defensive keep however.
Royalty- "" "" -> Merchant- trade routes increase prestige, if your prestige level is higher than AI X, you will get a favorable trade deal.
Governing- decreased Upkeep costs for cities -> Warlord- decreased upkeep for armies
Governing- "" "" -> Merchant- trade routes are more efficient, roads cost less upkeep and grant more profits, in both gold and raw materials (from your cities).
Governing- "" "" -> Mason- increased prestige for all buildings (the architect)
Governing- "" "" -> Populist- increased housing capacity, increased population growth
Governing- "" ""-> Elitist- slower population growth, citizens produce more taxes and research