Just an announcement regarding several important game mechanics to help better explain them.
ALSO: from now on, you have one day following your initial post to edit it. After that time, I will not take any additional actions added to the post.
Trade Routes: From now on, forming a trade route (these items for these items) will be considered a PASSIVE trade modifier. This means the trade goods you designate to the trade route will make the trade route more prosperous.
Giving Trade Goods: If you wish to transfer a trade good from you for another, say something along the lines of "I give my supply of [trade good] to [nation]" (optional: in exchange for...).
Navy: A navy tab has been added in the military section of the information. This is to be considered a guideline of how navy works. I suggest when you start making ships, you outline the details of the ship (speed, araments, name, etc.).
Magical Gems: Magical gems are extremely useful for mages. They allow them to empower spells related to that path of magic and craft magic items.
Nation Ideas: National ideas are essentially inherent traits of your nation gained from constant experience/incorporation into the country by your ruler (EX: I am a military nation. I want to have "NATIONAL PRIDE" as my idea, which will increase manpower and the amount of people who will answer recruitment. To do so, I should, over multiple turns, build up a sense of nationalism and militarism in my country, and, at the end of it, spend a significant [like 30+] amount of military power to gain that nation idea). National ideas CAN be lost by going against that idea or losing it in the eyes of the public (ie, losing multiple wars in a row and kissing the ass of a superpower would lose national pride).
Research/Education Programs VS Universities VS Focused Research: Research Programs multiply the amount of base research by X amount. Education programs increase the chance of receiving advisors/great people. Universities multiply the amount of research by X amount, and stack cumulatively; they are passive, and do not require income over time (the multiplier is smaller, however). Focused research gives a slight boost to research, and increases the chance that the research will be towards what it is focused on.
(( If you have any questions regarding complicated game mechanics, feel free to ask. ))