This won't affect v10 or any versions in the near future, but... Are there too many civs in Éa? Right now there is one for every 2nd tier tech, [planned: one for every 2nd policy in a branch], one for most 2nd teir units, and others. I just counted and there are 50 that are in or will be in when the policy civs are added back. There are pros and cons that I can think of: Pros: Variety in civs met from game to game. Makes it more likely that human player can get the civ name he/she wants, or at least something similar if beat to the first naming condition. Con: Darn hard for me to come up with unique and memorable traits for each civ. Ideally, each civ should have something special that really affects how they play. Mamonos gets interest on treasury, so has incentive to hoard massive amounts of gold. Hippus (in v10) makes units that are much favored by other players as mercenaries, so is likely to base their economy around that. But let's face it: most of the 50 civs are boring and even I don't remember what they are. (Some UI would help here, of course, but I'm not sure if that is enough.) The fallback trait for too many, due to lack of imagination on my part, is some resource or improvement yield boost. I'm certainly capable of programming interesting traits, but can we think of 50 that stand out enough to remember? Should I pare that down to 25? Or 10? If so, what kinds of naming conditions would there be? How would we deal with players getting beaten to naming conditions? Edit: below is how a reduced civ name system would look. Just four here but it would probably start with 15 or so and expand slowly, with each civ being unique and memorable. This also incorporates the idea of a "2nd trait" that is earned sometime later in the game (but now restricted by your initial name). Mamonos (Coinage, Mercantilism, or 1000 Gold in treasury). +2 gold from Gold and Silver. When Commerce branch finished, earn 0.5% on treasury per turn. Ys (Library, Philosophy or Scholasticism). Earns extra 0.5 research per population in capital. When Transcendental Knowledge learned, Knowledge Maintenance is reduced by an extra 1% per known tech. Ikkos (Horseback Riding or 3 improved Horses resources). +1 culture from Horses and gain 1 extra Horse from each city that already has one. When War Horses learned, +20% production and +10xp for horse-mounted units. Hippus (Horseback Riding and Commerce). Gains Mercenaries policy. Horse-mounted units have the Strong Mercenaries promotion, making them 20% stronger when hired by other civilizations (and favored by AI civilizations and city states that hire mercenaries). When Commerce branch finished, earn +20% from all hired mercenaries. Etc... The main downside to this approach would be a much fiercer competition for your initial name (which I don't like, but may be necessary for these to really stand out).