I'm posting this as a separate thread to get maximum Firaxis-exposure as they are considering the expansion pack, and must therefore be considering traits for the new civs.
We all know that the existing ability combinations have all been used (with 1 double up), so to make the new civs really distinct, we need to add at least one new civ ability.
This thread is for suggestions!
Orderly: Half price courthouses and police stations. Lower war weariness.
Pro: Significant because courthouses are difficult to build in corrupt cities. Reduced war weariness makes Democratic war easier.
Con: none of the new civs seem to fit it. Overlaps with reduced corruption of Commercial.
Dominating: Cultural influence of cities increased by 1 square. (ie start with full city radius)
This isn't as overwhelming an advantage as it sounds, because the lower radius influences take precedence over a higher radius influence. So a big cultural 4-square distant city still can't steal city squares from a less significant foreign neighbour.
Urban: Max city sizes increased by 2 (grow to 8 without aqueduct, grow to 14 without hospital).
Conservationist: Reduced pollution. No chance of resources depleting.
Any other ideas? (Especially ones which don't just base around half-price buildings)

whb
We all know that the existing ability combinations have all been used (with 1 double up), so to make the new civs really distinct, we need to add at least one new civ ability.
This thread is for suggestions!
Orderly: Half price courthouses and police stations. Lower war weariness.
Pro: Significant because courthouses are difficult to build in corrupt cities. Reduced war weariness makes Democratic war easier.
Con: none of the new civs seem to fit it. Overlaps with reduced corruption of Commercial.
Dominating: Cultural influence of cities increased by 1 square. (ie start with full city radius)
This isn't as overwhelming an advantage as it sounds, because the lower radius influences take precedence over a higher radius influence. So a big cultural 4-square distant city still can't steal city squares from a less significant foreign neighbour.
Urban: Max city sizes increased by 2 (grow to 8 without aqueduct, grow to 14 without hospital).
Conservationist: Reduced pollution. No chance of resources depleting.
Any other ideas? (Especially ones which don't just base around half-price buildings)

whb