A definite improvement from the first draft, but I still have some concerns. Here are my comments and opinions. Aggressive: You can now get rid of the +1 happiness from Stadium. Creative: Might make more sense for +1 happiness for Theater + News Press + Broadcast Tower. Diplomatic: I would put the espionage bonus back as +2 per specialist. Even with the espionage bonus as +2 per specialist, this trait was average or a little below average. This trait otherwise needs a boost, for example, spy specialist get 2 science (they usually get one science). Enterprising: Too strong. For example, get rid of either 1 Merchant allowed or +1 movement naval and put back build advantages. For example Double Custom House + Tavern + workboat. Financial: The new idea of interest is clever; however, I think it is not a good game mechanic for a trait. Players usually know that a Golden Age will be coming soon and can increase their money on hand in anticipation. For example sell a bunch of Technologies. Also golden ages are longer for Humane and with the Mausoleum. (A golden age usually lasts 16 turns on marathon.) The 3% rate may be OK, but it is probably high enough to encourage the players to exploit it for all it is worth. Interest might work better as a building (Bank is already taken) or Wonder, that applied for all turns, and had some maximum amount of interest you could earn per turn. This would kind of counteract inflation. It would make a significant change in game play, although there are already some advantages to holding money. Interest should be shelved for now and considered for future versions. I would instead put the free Merchant slot here in Financial rather than the idea of interest. Can also have double Wall Street. Judicial: I still think all Government Civics is a very bad idea for a trait. It gives too much benefit very early; early benefits are very good. Then later in the game it is useless. I would strongly recommend getting rid of all Government Civics. You can put in instead a bunch of double productions. (Not new, but it works well.) For example, Double Cemetery + Library + Jail + Courthouse + Security Bureau. Organized: I think it would better without any double productions of buildings. If you like, perhaps could alter to double Civic Square or +1 happiness for Civic Square. Philosophical: Would be better without the +1 culture per specialist. Progressive: Better than it was, however, much too strong. Each of the ideas is good. However, that is an awful lot of Great Persons. It is much stronger than +100% great person growth. Perhaps they could instead get a Great Person when they enter one era such as for example the Renaissance, or perhaps two eras such as Renaissance and Modern. I think it would be fine and probably better if the Great Person were always a scientist. Protective: I do not like either of the two new ideas. Healing back to a fixed amount, even only inside cultural boundaries and after a combat victory is a poor game mechanic. It just does not make much sense. Having to heal back from severe damage the old fashioned way is better than introducing magic. In contrast, free Medic promotions for certain type of units fits right in with the already existing game mechanic. Injured units will heal back faster than they would have, but not outside the current game mechanic. I suggest Free Medic I on Archery + Gunpowder. Could instead give Medic II. This does not fit with the idea of defending the homeland as much as yours does, but again I think your idea is just not good. Making it impossible to pillage improvements makes no sense. What is the explanation of how the Protective leader prevents this? Somehow making it harder to pillage is at least plausible. I doubt it is worth the bother, but requiring two or three actions to pillage (or giving each try a 1/2 or 1/3 chance of success) at least makes sense. The +25% defense on cities was much better. Please consider again the following possibilities: Sentry on Mounted, Naval, Helicopter + Recon, Interceptor I on Air Units, double Well + Lighthouse + Smokehouse + Public Transportation, +1 happiness for Harbor. While I admire your imagination, I think on Protective you need to go back to the drawing board. Spiritual: Much better. Rather than double Cemetery, I would give double Temple. Tactical: Interesting new idea. Will depend on how much gold per great general point. I think it would be better that mounted get Flank I rather than Combat I promotion. I would also restore the Flank I for Naval. Traditional: Too strong. I do not like the plus buildings in capital. It gives too much advantage to large empires, quite often Civs who are already ahead and do not need the help. (I also do not see that it fits well with the idea of the trait.) I would definitely get rid of this. +5 happiness in the capital is a very large early bonus, in many cases game breaking. It also persists and is a very good thing to have for the whole game. Reducing this to +2 happiness in the capital would still be quite strong. Consider again putting +2 culture per specialist. Consider some double builds, for example double Monument + Stadium + Civic Square. Consider getting a Great Person when they build their special National Wonder (that starts a Golden Age). Clearly these are just my opinions (without having looked at the comments of others.) I appreciate all the hard work you have put into this.