Fair enough.
Okay, so it looks like we are going with Seafaring and Nationalistic. Should we stop while we're ahead or try for a third one? And if we do go for a third one, I want to get some good arguments for them here. So, if you've given a suggestion and you think it has been shot down, think again and sell it to me!
Okay here's a quick list of things off the top of my head that could be included in these two traits that are doable via xml and/or Python (by me at least ).
SEAFARING
- Naval movement bonus
- Faster production of Naval Units
- Extra food/production/commerce from trade routes
- Extra trade routes
- Happiness from maritime buildings
- Increased yield from water tiles
- Start with Sailing technology
- Free Merchant slot
- Free promotion for Naval Units
Note that most maritime buildings already have faster production bonuses from standard traits: Lighthouse (Organized), Harbour (Expansive) and Drydock (Aggressive). Only one that isn't used is the Custom House.
NATIONALISTIC
- Espionage bonus per city
- Happiness from Espionage/National buildings
- Reduced cost of National Wonders
- We Love the King Day (i do not know how to access this in Python)
Castle and Walls are already made faster by Protective, Courthouse by Organized. Other candidate buildings could be Jail, Intelligence Agency, Security Bureau, and Monument (happiness bonus already given by Charismatic).
Also, Industrious already gives a production speed bonus to both World and National wonders. Trivial to separate them out though.
LIST OF UNUSED CONCEPTS
- Increased Golden Age length
- Reduced war weariness
- Stronger Vassals
- Increase gold from Pillaging
- Great Generals within cultural borders
- Cheaper unit upgrades
- Free specialist slots
- Free specialists (too overpowered imo)
Could build the third trait from some of these maybe. I haven't listed anything directly related to science or food.
Note also that promotions can be given by combat type (archery, siege, melee, etc) but movement and production bonuses are done by domain (land, sea, etc). There are ways around this but they are a bit messy.
Finally if you do want to make Protective stronger without changing it completely, change the production speed bonus on Walls and Castle to +1 happiness instead. Easily done in xml only and makes Protective much less situational.