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.