Well after a ton of reading threads about leader traits and hunting for ideas I've put together a list of traits that I'd like to use in my mod. Overall I'm pretty happy with the theme and concept of most and I've strived to use the default Charismatic and Philosophical as the balancing point.
I understand that these might not be everyone's cup of tea but I would hugely appreciate comments on any potential balance, synergy or AI issues people might spot. I hardly ever play multiplayer so chances are there'll need to be some tweaking to make the traits fairer there.
AGGRESSIVE
• 100% extra gold from Pillaging
• Free Promotion (Combat I) for Melee, Gunpowder units
• Double production speed of Barracks, Colosseum
Designed for the leader/player that likes to conquer and plunder. Added the pillaging bonus as I felt the trait needed at some minor form of economic return. Similarly I felt the Colosseum fit well here, being all about sport and blood.
CHARISMATIC
• +1 happiness per city
• 25% less experience required for Unit Promotions
• +1 happiness from Monument, Broadcast Tower
Unchanged as I think it was a well balanced, albeit strong trait. I think that happiness is quite a powerful stat, especially in the early game so there are other traits that provide it also, though not straight away.
CREATIVE
• +2 culture per city
• 25% World Wonder production
• Double production speed of Theatre
I liked Munch's idea that it is cultural civilizations rather than industrious ones that tend to build wonders. I changed it to World Wonders only and lowered it to 25% to hopefully reduce synergy issues with Industrious and Philosophical.
DIPLOMATIC
• Stronger Vassals
• +2 espionage per city
• +20% commerce from Trade Routes
Stronger Vassals is from Tsentom1's Influential trait and it gives Vassals some gold and combat experience at the start of each term. My concept for this trait was a leader that is well informed (espionage bonus) and an excellent negotiator (better returns on trade routes).
ENTERPRISING
• +1 Trade Route in every city
• +2 movement for Naval Units
• Double production speed of Market, Custom House
Designed with the Phoenicians and Dutch in mind. Sort of a combination of various seafaring/commercial/mercantile traits I've seen on these forums. I'm not sure if it should give a +1 or +2 movement increase, advice appreciated.
EXPANSIVE
• +1 food per city
• 50% faster production of Settler
• Double production speed of Harbour
The +1 food is on the central city tile meaning an expansive civ has a better shot at creating a viable city in less hospitable terrain. I removed the Granary from this because it made it all about whipping rather than expanding.
FINANCIAL
• +1 commerce per city
• +10% gold
• Double production speed of Bank
The default was just too powerful and too versatile. I've kept a smaller commerce bonus (the +1 is on the central city tile only) and brought back the bank production speed. The rest of the trait is all about gold as (IMO) it should be. However I'm uncertain what the exact percentage should be to keep this in balance.
HUMANE
• 100% longer Golden Ages
• +2 health per city
• +1 happiness from Aqueduct, Hospital
For leaders that value their citizens and want to keep them happy and healthy. The Golden Age bonus I hope represents the citizens showing their appreciation in return.
IMPERIALIST
• 100% extra Great Generals emergence
• Double production speed of Jail
• +1 happiness from Barracks
One for the empire builders, like Rome. I removed the Settler bonus as that made this trait all about rapid expansion rather than annexing your neighbours and keeping them in line via organized military presence.
INDUSTRIOUS
• +1 production per city
• 50% faster production of Workers, Workboats
• Double production speed of Forge
For leaders that like to build all sorts of stuff, not just Wonders. I felt that the worker bonus fit really well here thematically. Double production of Factories would theoretically fit here too but I suspect that might be just too many production bonuses. The +1 production is on the central city tile only.
JUDICIAL
• No Anarchy
• 25% faster National Wonder production
• +1 happiness from Courthouse
I wanted to create a trait that would be appropriate for the great lawmakers of history like Hammurabi and Justinian. I always found it crazy that Spiritual civs could have no anarchy whatsoever when made to change state religion and I think that this is a much better fit for that bonus.
ORGANIZED
• 50% less Civic upkeep
• Double production speed of Library, Courthouse, Factory
Haven't changed this much. Library makes much more sense thematically (record keeping) than a lighthouse did. I always felt that this trait was great midgame but weak at the start and the end. Library helps with the start and I've kept Factory to help with the late game though I don't think it fits that well thematically.
PHILOSOPHICAL
• 100% extra Great People birth rate
• Double production speed of University
Didn't feel the need to mess with this. Hopefully with the changes to Wonder producing traits (Creative and Judicial) those combinations won't be too overpowered to use anymore.
PROTECTIVE
• Free Promotion (Drill I, Garrison I) for Archery, Gunpowder units
• 50% extra Great Generals emergence inside Cultural Borders
• +1 happiness from Walls, Castle
Based this pretty closely on Munch's ideas. Still a fairly situational trait but hopefully the happiness bonuses make it stronger and more viable.
SPIRITUAL
• +1 culture for each Religion in a city
• Free Promotion (Medic 1) for Missionaries
• Double production speed of Temple
This is probably the trait I'm least pleased with. The culture bonus means that more religions in a city are better, thus this half of the trait is thus quite 'enlightened' and tolerant. I've tried to balance this with the 'medic missionaries going to war to spur on the troops and convert the defeated heathen' thing. Ideas welcomed here.
TACTICAL
• 50% less gold to Upgrade Units
• Free Promotion (Flanking I) for Mounted, Naval units
• Double production speed of Stable, Drydock
A warmonger trait for the leaders that were also shrewd generals. Debating whether I should make this about Siege instead of Mounted and Naval units.
I understand that these might not be everyone's cup of tea but I would hugely appreciate comments on any potential balance, synergy or AI issues people might spot. I hardly ever play multiplayer so chances are there'll need to be some tweaking to make the traits fairer there.
AGGRESSIVE
• 100% extra gold from Pillaging
• Free Promotion (Combat I) for Melee, Gunpowder units
• Double production speed of Barracks, Colosseum
Designed for the leader/player that likes to conquer and plunder. Added the pillaging bonus as I felt the trait needed at some minor form of economic return. Similarly I felt the Colosseum fit well here, being all about sport and blood.
CHARISMATIC
• +1 happiness per city
• 25% less experience required for Unit Promotions
• +1 happiness from Monument, Broadcast Tower
Unchanged as I think it was a well balanced, albeit strong trait. I think that happiness is quite a powerful stat, especially in the early game so there are other traits that provide it also, though not straight away.
CREATIVE
• +2 culture per city
• 25% World Wonder production
• Double production speed of Theatre
I liked Munch's idea that it is cultural civilizations rather than industrious ones that tend to build wonders. I changed it to World Wonders only and lowered it to 25% to hopefully reduce synergy issues with Industrious and Philosophical.
DIPLOMATIC
• Stronger Vassals
• +2 espionage per city
• +20% commerce from Trade Routes
Stronger Vassals is from Tsentom1's Influential trait and it gives Vassals some gold and combat experience at the start of each term. My concept for this trait was a leader that is well informed (espionage bonus) and an excellent negotiator (better returns on trade routes).
ENTERPRISING
• +1 Trade Route in every city
• +2 movement for Naval Units
• Double production speed of Market, Custom House
Designed with the Phoenicians and Dutch in mind. Sort of a combination of various seafaring/commercial/mercantile traits I've seen on these forums. I'm not sure if it should give a +1 or +2 movement increase, advice appreciated.
EXPANSIVE
• +1 food per city
• 50% faster production of Settler
• Double production speed of Harbour
The +1 food is on the central city tile meaning an expansive civ has a better shot at creating a viable city in less hospitable terrain. I removed the Granary from this because it made it all about whipping rather than expanding.
FINANCIAL
• +1 commerce per city
• +10% gold
• Double production speed of Bank
The default was just too powerful and too versatile. I've kept a smaller commerce bonus (the +1 is on the central city tile only) and brought back the bank production speed. The rest of the trait is all about gold as (IMO) it should be. However I'm uncertain what the exact percentage should be to keep this in balance.
HUMANE
• 100% longer Golden Ages
• +2 health per city
• +1 happiness from Aqueduct, Hospital
For leaders that value their citizens and want to keep them happy and healthy. The Golden Age bonus I hope represents the citizens showing their appreciation in return.
IMPERIALIST
• 100% extra Great Generals emergence
• Double production speed of Jail
• +1 happiness from Barracks
One for the empire builders, like Rome. I removed the Settler bonus as that made this trait all about rapid expansion rather than annexing your neighbours and keeping them in line via organized military presence.
INDUSTRIOUS
• +1 production per city
• 50% faster production of Workers, Workboats
• Double production speed of Forge
For leaders that like to build all sorts of stuff, not just Wonders. I felt that the worker bonus fit really well here thematically. Double production of Factories would theoretically fit here too but I suspect that might be just too many production bonuses. The +1 production is on the central city tile only.
JUDICIAL
• No Anarchy
• 25% faster National Wonder production
• +1 happiness from Courthouse
I wanted to create a trait that would be appropriate for the great lawmakers of history like Hammurabi and Justinian. I always found it crazy that Spiritual civs could have no anarchy whatsoever when made to change state religion and I think that this is a much better fit for that bonus.
ORGANIZED
• 50% less Civic upkeep
• Double production speed of Library, Courthouse, Factory
Haven't changed this much. Library makes much more sense thematically (record keeping) than a lighthouse did. I always felt that this trait was great midgame but weak at the start and the end. Library helps with the start and I've kept Factory to help with the late game though I don't think it fits that well thematically.
PHILOSOPHICAL
• 100% extra Great People birth rate
• Double production speed of University
Didn't feel the need to mess with this. Hopefully with the changes to Wonder producing traits (Creative and Judicial) those combinations won't be too overpowered to use anymore.
PROTECTIVE
• Free Promotion (Drill I, Garrison I) for Archery, Gunpowder units
• 50% extra Great Generals emergence inside Cultural Borders
• +1 happiness from Walls, Castle
Based this pretty closely on Munch's ideas. Still a fairly situational trait but hopefully the happiness bonuses make it stronger and more viable.
SPIRITUAL
• +1 culture for each Religion in a city
• Free Promotion (Medic 1) for Missionaries
• Double production speed of Temple
This is probably the trait I'm least pleased with. The culture bonus means that more religions in a city are better, thus this half of the trait is thus quite 'enlightened' and tolerant. I've tried to balance this with the 'medic missionaries going to war to spur on the troops and convert the defeated heathen' thing. Ideas welcomed here.
TACTICAL
• 50% less gold to Upgrade Units
• Free Promotion (Flanking I) for Mounted, Naval units
• Double production speed of Stable, Drydock
A warmonger trait for the leaders that were also shrewd generals. Debating whether I should make this about Siege instead of Mounted and Naval units.