You'll have to do DLL editing if you want Spiritual to scale. The tag is <iMaxAnarchy> and whatever number you put in is the limit of how many turns anarchy lasts when you have that trait.
I know it's not that simple, otherwise I had done it already (and I guess you too). So I came up with a little tricky but I think nice solution.
I will add a new Module called
Enhanced Traits.
I want each trait to be truly unique, useful and tempting to use.
Each trait would receive one or more unique components (just like civics).
So here goes what I have in plans to add or change regarding traits:
Aggessive
Warmongering
Hoard (Trait building) moved from Raider civic which I ax/replace anyway
generates

for defeated enemy units (but first I will have to understand how Lascaux Caves / Carhange python codes work)
+25% maintenance (you go to war or lose money)
Agraricultural
Cities grow larger and faster
Barn (Trait building)
stores 20%

after city growth
Charismatic
Moral booster
Festival (Trait building) moved from Proletariat civic which I ax/replace anyway
+1

per 20%

slider (so you can easily get your people happy)
Creative
Peaceful conquest
Add +10%

in all cities (flat +2

alone is meaningless)
Muse (Trait building, NW)
grants
Inspiration (special tech) which enables
Flood Culture (converts 100% of

s into

, instead of the regular 50% of Build Culture)
Deceiver
Shadow play
Bandit (trait unit, national limit is 5)
1

(it is no match to any military unit but it doesn't have to)
invisible (like espionage units so it can be thwarted rather than defeated)
hidden nationality (it's purpose is to pillage rival lands and kill civilian units)
Expansive
Set up new cities quickly to run
Settlement (trait building)
a free specialist in the city
city requires 10% less

to grow
an Engineer slot
Financial
Money-maker
Vault (trait building, national limit is 1)
generates 5% interest of

, max 100 (World Bank is 2% and 250 max)
Humanitarian
Cities grow larger
Foundling Hospital (trait building) from Church civic, that will get Healing Temple instead
city requires 20% less

to grow
+20%

and

in cities
(no longer a NW and original bonuses are deleted)
Imperialistic
Empire builder
Triumphal Arch (trait building)
-25% war weariness
Industrious
Builder
Builder (trait unit, national limit is 5)
a better Worker that can build improvements much faster and can Hurry

s in cities too
Nomad
Well... nomad
Worker and Settler units start with Mobility
Can upgrade units outside borders
Tent (trait building)
a free specialist in the city
Organized
Stability, effectiveness
Worker and Settler units start with Speed
Civil servants school (trait building) - since Bureaucracy civic building has a new name and effect it fits here
-20% maintenance
Philosophical
Great persons collector
Lyceum (trait building, NW)
doubles yield and commerce bonus of all settled great persons
+50% Golden Age length
Protective
Strong defences
Free Palisade in newly settled cities (and probably other free buildings in later eras)
Outpost (trait building)
+20% defence
+20% espionage defence
Scientific
Researcher
Eureka (trait building, 1 per era)
a free technology when built
Seafaring
Naval supremacy
Worker and Settler units start with Amphibious
Free Port (trait building)
an extra Harbor to generate money from sea trade
Admiralty (trait building, NW) moved from Naval Supremacy civic which I ax/replace anyway
*Seafaring is still a very problematic trait since it's usefulness depends on start location and map features
Spiritual
The religious leader
remove the max Anarchy length altogether
add 100% training speed to Missionary units
Missionary units start with
Speed
Prelacy (trait building, NW)
decrease Anarchy length by 33%
+1

from Priest specialists in all cities
What do you say?
