Here are some ideas for new ideas for leader traits!
Scientific
+20% free research ( you can get 100% science for the price of 80%, can go up to 120%)
double production speed of observitory and labratory.
Secretive
Spies start off with 2 movement and with woodsman and geurilla II and full sentry promotions
Spies cannot be "stumbled into" when in enemy territories when not performing actual espeonage in enemy territory unless other spy is secretive.
+20% free research (same as above)
Spies cost 20% more hammers to train.
Iscolated
No foreign trade routes
Your national trade routes give you double money
Your buildings/wonders only go obsolete when you research the tech that obsoletes it
+1 free specialist per city
Agricultural
+1
from farms
You have -1 food consumption in all cities
Environmentalist
Can build all improvements in forests and jungles without destroying them.
Cannot cut down any forests or jungles
Jungles/Flood Plains do not reduce health in cities
Productive
Gives you access to a production slider which works the same way as other sliders but increases production in all cities.
You get production from chopping down jungles (same as forests)
+20% Production in all cities.
Elitist
You can move your culture/ research etc. sliders in 5% chunks instead of 10%
Military units all have an inherit significant movement/ power boost
Military units take 30% longer to build.
Scientific
+20% free research ( you can get 100% science for the price of 80%, can go up to 120%)
double production speed of observitory and labratory.
Secretive
Spies start off with 2 movement and with woodsman and geurilla II and full sentry promotions
Spies cannot be "stumbled into" when in enemy territories when not performing actual espeonage in enemy territory unless other spy is secretive.
+20% free research (same as above)
Spies cost 20% more hammers to train.
Iscolated
No foreign trade routes
Your national trade routes give you double money
Your buildings/wonders only go obsolete when you research the tech that obsoletes it
+1 free specialist per city
Agricultural
+1

You have -1 food consumption in all cities
Environmentalist
Can build all improvements in forests and jungles without destroying them.
Cannot cut down any forests or jungles
Jungles/Flood Plains do not reduce health in cities
Productive
Gives you access to a production slider which works the same way as other sliders but increases production in all cities.
You get production from chopping down jungles (same as forests)
+20% Production in all cities.
Elitist
You can move your culture/ research etc. sliders in 5% chunks instead of 10%
Military units all have an inherit significant movement/ power boost
Military units take 30% longer to build.