Aggressive
Current: +100% pillage gold, Combat I on Melee+Gunpowder, double Barracks+Stadium
Suggested: Combat I on Melee+Mounted+Gunpowder, double Barracks+Stadium, all Military civics available on Turn 0
Comments: Basic war trait. Combat I on Mounted units gives added punch. (Aggressive leaders love their cavalry.) Unlocking all Military civics was my brainchild. I do hope you can code it in. It lets Aggressive leaders customize their military machine with no war wariness, drafting, bonus XP, or bonus unit production - but not all at the same time. Not too imbalanced but very fun. I'm moving the pillage bonus elsewhere.
Unlocking all Military civics is pretty straightforward to code. Basically, if a building or wonder can do it, I can make a trait do it too. If a building or wonder can't do it there's still a chance I can do it too. Traits are easy to work with as I don't have to worry about whether the AI will choose to take anything, they get them passively whether they like it or not!
Overall I really like the idea of an unlocked civic category for a trait. It's powerful and interesting. Military civics would work well for either Aggressive or Tactical.
I'd prefer to keep the pillage bonus with Aggressive as it fits much better thematically and with the current selection of Aggressive leaders' AI/personalities.
Charismatic
Current: +1 happy/city, -25% promotion XP, +1 happy Monument+Broadcast Tower
Suggested: +2 happy/city, +1 XP/battle, immunity to culture flips
Comments: An alternative war trait. I was never happy with that -25% promotion XP: you had to memorize a new set of XP thresholds. In fact, I would simplify promotion levels from 2/5/10/17/26/etc. to 2/5/10/15/20/etc. On the margin, this would result in a few higher promoted units but that's no problem. This way, the +1 XP/battle from Charismatic would catch up to a free Combat I promotion from Aggressive after five battles, which is about right. The immunity to culture flips is a flavour addition (people do not desert Charismatic leaders) while +1 happy from Monuments is moved elsewhere.
+1xp/battle is a good idea. I haven't tried but I think it should be possible to code. Unfortunately, as far as I can tell, immunity to culture flipping is not something I can do. Cool idea though.
Imperialist
Current: +100% Great General, double Jail, +1 happy Barracks
Suggested: +100% Great General, no resistance in captured cities, +50% worker speed
Comments: Another war trait. No resistance in captured cities because Imperialist leaders know how to govern foreign peoples. Worker speed boost because Imperialists are hard task-masters and the trait needed an economic dimension. Double Jails has been moved elsewhere.
The 'no resistance' idea suits this trait well. I've had a quick look through the API and if I'm reading what certain functions do correctly I think I can code this. I feel that the worker speed bonus fits better with Industrious though I agree Imperialist needs a better economic dimension.
Protective
Current: +100% Great General in borders, City Garrison I+Drill I on Archery+Gunpowder, +1 happy Walls+Castle
Suggested: double Granary, Drill I+Medic I on Archery+Siege+Gunpowder, +1 happy Walls+Castle
Comments: Yet another war trait. The Great General bonus was removed; it was too much like Imperialist. Double Granary makes sense (Protective leaders take care to prevent starvation), works just as well in peacetime, and isn't too strong now that Granaries are weaker. I've also replaced City Garrison with Medic to support going on the offensive (Gunpowder units have the option to take March!) and included Siege units (because the poor things can't earn XP in battle.)
I agree that the Great General bonus needs to go. I'm uncertain about double speed Granaries and the Medic bonus. Overall I think this trait needs a real boost, preferably via an interesting mechanic. I'll come back to this one.
Tactical
Current: -50% War Wariness, Flanking I on Mounted+Naval
Suggested: Commando on Melee+Mounted+Gunpowder, +100% pillage gold, double Jail+Castle
Comments: A fifth war trait, now just as tempting as the rest. Tactical needed a complete redesign. What's the best way to give a leader tactical options? Give his units Commando promotions! I expect this will fast become a favourite. Note that Siege and Armour units do not get Commando promotions, so the trait is not too powerful. As for the rest, well, players will have to respond by building Forts at strategic locations along their road networks to prevent a surprise attack. Now living next to Attila will really be scary, as it should be. The pillage gold bonus supports hit and run attacks, and double Jails and Castles allows for a strong espionage economy
Free Commando promotion is a very interesting idea. I like it. As I mentioned earlier I think the pillage bonus needs to belong to Aggressive but I'm sure we can come up with something else here for Tactical.
Enterprising
Current: +1 trade route/city, +2 move on Naval, double Market+Customs House
Suggested: +1 trade route/city, Navigation I+Navigation II on Naval, all Economy civics available on Turn 0
Comments: A fine trait with a clever name. The promotion change to naval units still leaves them with +2 movement but allows non-Enterprising leaders some chance to catch up if they promote their ships correctly. (Otherwise, both sides could take Navigation promotions, and Enterprising leaders would always be quicker.) The Economy civics allow for great flexibility: Enterprising leaders can pick between more commerce on improvements, a free specialist, another trade route, or more health. Haven't you ever wanted to rewrite history so that all nations embraced Environmentalism by medieval times, and Mother Nature was saved?
I completely agree with free Navigation promotions in place of the passive bonus. I'm not sure about unlocking all the Economy civics, that is possibly the most powerful/influential of all civic categories. I like the concept though, I'll need to mull it over some more.
Financial
Current: +1 commerce/city, +10% gold, double Bank
Suggested: +1 commerce/city, +1 merchant slot/city, double Bank
Comments: The bread-and-butter economy trait. I kept it mostly the same, only replacing a boring +10% gold with a merchant slot. Running merchants everywhere is one way to keep expansion costs down, and Great Merchants aren't too powerful in the early game.
Merchant slot is definitely more interesting than a passive gold boost.
Judicial
Current: no anarchy, +25% National Wonders, +1 happy Courthouse
Suggested: no anarchy, -25% War Wariness, all Government civics available on Turn 0
Comments: I've made improvements to this trait to fit its flavour. Judicial leaders are law-givers: they led revolutions and founded dynasties. As such, Judicial leaders determine their government at the start of the game. Mostly, this means they will adopt Monarchy on Turn 0. That's fine; it comes early anyway. For fun, you could try to rewrite history as a 4000BC Democracy: the War Wariness reduction will help you get away with it.
I'm uncertain about unlocking Government civics for similar reasons to the Economic categories. I need to think it through a bit more. The no anarchy bonus is actually a fair bit more powerful in HR than it is in BTS and I suspect that having both of these would be too strong.
Organized
Current: -50% Civic Upkeep, double Library+Courthouse+Factory
Suggested: -50% Civic Upkeep, double Courthouse+Lighthouse, Sentry on Scout+Mounted+Naval
Comments: Possibly the most powerful economy civic on the higher difficulty levels: reduced civic upkeep is just that strong. I removed double Library (I wanted to save it for another trait) and the Factory just comes too late, so I put back Lighthouse. The Sentry promotion was added to bring it up to three bonuses, though it fits surprisingly well. Organized leaders want to plan their cities and battles carefully, so they need information about the local terrain and enemy positions. A useful if minor bonus.
Agree that the Factory is a poor choice but I think there must be better choices than the Lighthouse. I can understand the desire to move the Library to somewhere else but I feel it fits here too. I also want to avoid having the same building represented twice in traits like the Courthouse is (Org and Jud). This trait may need an additional, non-building related effect.
Philosophical
Current: 100% GPP, double School
Suggested: 100% GPP, double School, +1 culture/specialist
Comments: A well thought-out trait taken from standard BtS. The extra culture per specialist is not game-breaking, but gives Philosophical some early game options (I need that copper tile ASAP, hello citizen specialist) and lets it play well with other traits (especially those with bonus specialist slots.) Also, I'm sticking with three bonuses across all traits.
I'm not sure if this trait needs any changes, it scales very well. I'll have to see how all the others turn out first.