In a different Forum, some one asked how to write a mod to support a double-traited leader (e.g., Agressive/aAgressive, Spiritual/Spiritual, etc.) I'd like to see it another way - A dominant trait. Which ever trait is listed first confers addition benefits. Finacial/Organized would be different from Organized/Financial. This would double the possible combinations. Here are some suggestions for the dominant traits: Aggressive All units start with Combat I. All military units have access to all promotions, once unlocked. E.g., an Axeman may select CG or drill after archery has been researched. Non-standard promotions cost 10% of the hammer cost in gold for the first promotion and doubling for subsequent promotions in the promotion line. For a Horse Archer (cost 50), a CR I promotion would cost 5 gold (assuming the unit has enough XPs, of course); CR II, an additional 10 gold; CR III, 20 gold. Universities add +1 XP to all units produced in the city. Financial Each city gains +1 commerce/4 population points (+1 at 4, +2 at 8, etc.) Each trade which involves a commodity yields +1 gold/turn. Organized May develop tiles (but not work) outside of cultural borders. The support cost of units outside borders is reduced by 50%. After changing civics, the Organized civ has to wait only 1 turn before another change can be made. This is independent of anarchy. At CoL, add +1 to road movement. When fortified/sleeping in a city or fort, maintenance cost is reduced by 50%. Protective All land units start with CG I. City defenses cannot be reduced below 1%/pop point, even during anarchy. E.g., a size 8 city cannot have its defenses lowered below 8%. Note that, in this case, it is assumed the defenses were above 8%. Units attacking from a city or fort receive a +10% withdraw bonus. Forts in enemy lands may be used. Philosophical Cities can set Great Person bias by 50%, even if such a specialist is not available. E.g., a city running an artist specialist wanting a Great Engineer, can select Engineer and have 50/50 chance of getting either. Each city gains +1 beaker/4 population points (+1 at 4, +2 at 8, etc.). Each city gains +1 GP point/turn. Charismatic Historic negative modifiers are dropped/ignored/overlooked within 20 to 40 turns. (“You declared war on us” – will eventually be dropped; “You are at war with us” – will not). Rioting cities recover 100% faster. Garrison troops count double for controlling population. Spiritual Religions spread 100% faster. Up to two external religions will spread naturally to cities; Up to three internal religions will spread naturally to cities. The missionary unit cost is reduced 50%. Missionary missions are 100% more successful. Creative All government buildings (Courthouses, Jails, Security buildings, etc.) add +1 culture. Improved, worked tiles themselves produce culture. Forts produce +1 culture. Expansionist A worker fortified in a city adds +2 health. After Construction + Bureaucracy, desert tiles may be farmed. Farmed desert tiles have +1 food; after Biology, tundra may be farmed. Farmed tundra tiles have +1 food (+2 with the Biology bonus). At Calendar, Each city tile produces +1 food. At Biology, Each city tile produces +1 food. Industrious Jungle may be harvested. The hammers harvest would be 50% of that if it were a forested tile. Each city gains +1 hammer/4 population points (+1 at 4, +2 at 8, etc.) The chance of discovering minerals in a mined hill is increased 100%. There is a small chance of discovering a stone or marble resource in any non-resource laden, improved tile. Imperialistic Attached GGs get free Leadership promotion. Vassals produce +1 happy citizen. The cost of maintaining vassals is 50% as costly. Rivals are 25% more like to capitulate. The spy unit cost is reduced 50%. Spies may hide in a city for an additional 6 – 10 turns for a continued mission success rate increase.