Many players feel that Imperialistic is one of the weaker traits in the game and I happen to agree with them. This trait is one of the few which fails to provide a production bonus to any building type, a conspicuously paradoxic omission given the general weakness of the trait.
Since most of the building types are already "spoken for" by other traits, only the dregs remain. Having said that, a small bonus might still be big for a weak trait that needs it most!
My suggestion is 1/2 off Jails and perhaps the new customs house for Imperialistic. Both would arguably fit from a "fluff" perspective and add a dash of pizazz to a relatively ho-hum trait. A pair of small warmaking/espionage and trade based economic buffs seem entirely consistent and appropriate for Imperialistic civs in my opinion.
Thoughts?
Since most of the building types are already "spoken for" by other traits, only the dregs remain. Having said that, a small bonus might still be big for a weak trait that needs it most!
My suggestion is 1/2 off Jails and perhaps the new customs house for Imperialistic. Both would arguably fit from a "fluff" perspective and add a dash of pizazz to a relatively ho-hum trait. A pair of small warmaking/espionage and trade based economic buffs seem entirely consistent and appropriate for Imperialistic civs in my opinion.
Thoughts?