And here is the 3rd and hopefully final draft of the traits. Some will probably need a few tweaks once people have had a chance to try them out in actual games but unless there is anything that seems considerably unbalanced I want consider these finished or now and move on with getting 0.9.4 released.
Except for Progressive I have all of these coded and working in game. Changes from the previous draft are in red:
AGGRESSIVE
Increased wealth from pillaging and capturing cities
Commando promotion for Melee, Mounted, Gunpowder
+1 happiness from Barracks, Stadium
CHARISMATIC
-25% war weariness
+1 combat experience per battle
+2 happiness per city
CREATIVE
Allows 1 Artist in every city
+50% Wonder production
+1 happiness from Theatre, Tavern
DIPLOMATIC
+1 espionage per specialist
+2 relations with other civilizations
+50% commerce from trade routes
ENTERPRISING
Allows 1 Merchant in every city
+1 trade route in every city
Sentry promotion for Mounted, Naval, Recon Units
EXPANSIVE
+1 food per city
50% faster production of Settler
Double production speed of Harbour, Sewer
FINANCIAL
+1 commerce per city
1% compound interest earned on wealth
Double production speed of Market, Bank
HUMANE
100% longer Golden Ages
+2 health per city
+1 happiness from Aqueduct, Bath
IMPERIALIST
No resistance in captured cities
-33% hurry production cost
+100% Great General emergence
INDUSTRIOUS
+1 production per city
+50% faster production of Worker, Workboat
Double production speed of Forge
JUDICIAL
All Government civics available
+100% defense against espionage and spies
+1 happiness from Jail, Courthouse
ORGANIZED
Workers build improvements 50% faster
-25% civic upkeep
Double production speed of Library (Courthouse removed)
PHILOSOPHICAL
+1 culture per specialist
+100% Great Person birth rate
Double production speed of School
PROGRESSIVE
Allows 1 Scientist in every city
+100% Growth for Cottage, Hamlet, Village
-50% unit upgrade cost
PROTECTIVE
Improvements are protected from Pillaging
Medic I promotion for Melee, Archery, Gunpowder Units
+1 happiness for Walls, Castle
SPIRITUAL
Allows 1 Priest in every city
No anarchy
Double production speed of Cemetery, Great Temple
TACTICAL
All Military civics available
Wealth earned by defeating Enemy Units
Combat I promotion for Melee, Mounted, Gunpowder units
TRADITIONAL
+5 happiness in capital
-25% production for buildings already constructed in capital
Units killed in cultural borders add to city culture
Notes:
Judicial: Decided I wanted to stick with the Espionage defense bonus to see how it goes. Doubled it to 100%, it will make espionage (passive and active) against a Judicial leader extremely expensive and prohibitive and enemy spies will be caught with ease. Total immunity was not possible to code.
Organized: I didn't want to break those bonuses up as I think they suit the trait very well. So instead I decided to weaken them.
Progressive: I figured out a way to code the Cottage/etc growth bonus after all, though I haven't actually finished it writing it yet.
Tactical: Same as before but not restricted to enemy territory, and barbarians/animals are excluded.
Traditional: The +1 specialist for Wonders proved to be far too difficult to code, plus I decided it was too strong for what is really the flavour bonus of the trait.
Except for Progressive I have all of these coded and working in game. Changes from the previous draft are in red:
AGGRESSIVE
Increased wealth from pillaging and capturing cities
Commando promotion for Melee, Mounted, Gunpowder
+1 happiness from Barracks, Stadium
CHARISMATIC
-25% war weariness
+1 combat experience per battle
+2 happiness per city
CREATIVE
Allows 1 Artist in every city
+50% Wonder production
+1 happiness from Theatre, Tavern
DIPLOMATIC
+1 espionage per specialist
+2 relations with other civilizations
+50% commerce from trade routes
ENTERPRISING
Allows 1 Merchant in every city
+1 trade route in every city
Sentry promotion for Mounted, Naval, Recon Units
EXPANSIVE
+1 food per city
50% faster production of Settler
Double production speed of Harbour, Sewer
FINANCIAL
+1 commerce per city
1% compound interest earned on wealth
Double production speed of Market, Bank
HUMANE
100% longer Golden Ages
+2 health per city
+1 happiness from Aqueduct, Bath
IMPERIALIST
No resistance in captured cities
-33% hurry production cost
+100% Great General emergence
INDUSTRIOUS
+1 production per city
+50% faster production of Worker, Workboat
Double production speed of Forge
JUDICIAL
All Government civics available
+100% defense against espionage and spies
+1 happiness from Jail, Courthouse
ORGANIZED
Workers build improvements 50% faster
-25% civic upkeep
Double production speed of Library (Courthouse removed)
PHILOSOPHICAL
+1 culture per specialist
+100% Great Person birth rate
Double production speed of School
PROGRESSIVE
Allows 1 Scientist in every city
+100% Growth for Cottage, Hamlet, Village
-50% unit upgrade cost
PROTECTIVE
Improvements are protected from Pillaging
Medic I promotion for Melee, Archery, Gunpowder Units
+1 happiness for Walls, Castle
SPIRITUAL
Allows 1 Priest in every city
No anarchy
Double production speed of Cemetery, Great Temple
TACTICAL
All Military civics available
Wealth earned by defeating Enemy Units
Combat I promotion for Melee, Mounted, Gunpowder units
TRADITIONAL
+5 happiness in capital
-25% production for buildings already constructed in capital
Units killed in cultural borders add to city culture
Notes:
Judicial: Decided I wanted to stick with the Espionage defense bonus to see how it goes. Doubled it to 100%, it will make espionage (passive and active) against a Judicial leader extremely expensive and prohibitive and enemy spies will be caught with ease. Total immunity was not possible to code.
Organized: I didn't want to break those bonuses up as I think they suit the trait very well. So instead I decided to weaken them.
Progressive: I figured out a way to code the Cottage/etc growth bonus after all, though I haven't actually finished it writing it yet.
Tactical: Same as before but not restricted to enemy territory, and barbarians/animals are excluded.
Traditional: The +1 specialist for Wonders proved to be far too difficult to code, plus I decided it was too strong for what is really the flavour bonus of the trait.