I'm not sure I agree with this, because the production bonus only applies to hammers, not to food. If you build a settler straight away, then only 1, maybe 2 hammers will get the multiplier. I think you would be better off improving tiles first - such as mines - and then building a string of settlers, each very quickly because of more hammers being multiplied. Interesting idea, but beyond the scope of xml methinks. A similar idea - which is possible - is to grant a +1 bonus to tiles with n . Probably overpowered anyway. I'm not sure that it doth suck. It might be weak - it's certainly weaker than the classic Financial - but it does have significant strengths in rapidly building up your economic infrastructure. True, it does depend mainly on how much you put into the tax slider, and that was what I was going for. Previously Financial was more powerful in terms of being a scientific trait than a money-making one. I've tried playing with this new Financial, and the bonus 15% is quite a lot. At the time when most empires are gonig bankrupt (i.e. around the time courthouses and markets begin appearing), you are continuing at a reasonable pace, and can then build markets and grocers rapidly to bolster your economy. Consider: You are researching rifling, and are going to be the first civ to get it. You plan to mass upgrade your experienced City Raider macemen to rifles, and lean your might heavily upon some unfortunate neighbour. THIS is the time when you slow your research down, and build up cash (+15%) rapidly - even more rapidly with this trait. It gets you a lot of cash, particularly when you can whip the economic buildings cheaply. I don't think +1 on mines is possible for including in traits. I'm leaning towards saying that this trait is currently overpowered. Thanks flor the input ... playtesting is required!