Kael said:
There will be new leader traits in Phase 2, there are 20 planned right now. But I do want to have them fairly balanced for 1.0 too.
I looked at all the traits for 0.90, the only one I boosted was Organized. I gave them a nice building that only civ's with Organized traits can build (its a Command Post that give +20% military productivity, +2 xp, and +1 great person growth for great commanders).
The other traits didn't seem that weak to me. What do you think?
We have to take into consideration different things when valuing traits. What bonuses do they offer, how effective it is in your mod and what buildings are mad cheaper by them. Here goes:
Aggresive - A free promotion, which is simply great, although here units reach such high levels that it rarely makes any difference. Building twice stables and Training Yard is fine, but to make it really useful you have to have horses. There's an interesting way to use it - warriors get the promotion but you can upgrade them to Archers. I'd suggest making Archery Range cheaper insted of Stables and switching 'Combat I' into a new 'Trained' promotion which would work similarly but wouldn't be accessible otherwise (so only some of the units of aggresive civs would have it). You could add archery units to the list of the free promoted ones 'cause it's easy enough to build a warrior and then upgrade him.
Creative - +2 culture in every city and cheaper obelisks. Woah, man! Since your mod relies on multiplying culture than adding it this is pure power. No one stands a chance when it comes to land grabbing and since the obelisks are made cheaper you can produce even more culture easier than others. Wonders and Great Artist (as citizens) seem to give far to much culture as well, but then, anyone can make them. +1 culture would be enough to give creative guys an edge. Maybe cathedrals can be made cheaper for them as well (they are of impressive architecure most of the time, after all).
Expansive - +2 health in each city, half cost of granary and harbour. Useful (especially on higher levels of gameplay), not overpowered. Add smokehouse so people who start near domestic animals would get some bonus as well. If you think that three buildings are to much, remove harbour.
Financial - +1 commerce on tiles which give at least 2 and cheaper monkey (

) changer and market. I'm always amused by the fact how powerful this can be when played by the right person. Fear of Orthus generally slowed down my early expansion in 0.8, but still, the money (and science) making potential is incredible. I'd made tax office cheaper instead of market, 'cause when you have Runes in your city you make so much money (with 100% science) that you have all your units upgraded and can pay for buildings every other turn.
Industrious - I have no idea what is so powerful about it. Sure, you build wonders a bit faster, but forge comes pretty late in the game. I would say it's balanced. If you chose this trait than you simply need to build wonders not to be handicapped. You won't get them all, most obviously, but these which you will get have to make up for your lack of other abilities. Leave it as it is, or make Machinists Shop cheaper for them.
Organized - -50% civic upkeep, double production of lighthouse and courthouse. This one doesn't do much at the begging of the game but later on you save over 100 gold per turn just because you have. Lighthouses are important to build one of the most important wonders on maps with water - The Great Lighthouse. These guys usually get it. Courthouses come a bit late when compered to vanilla civ though. The building you mentioned seems fine, but +20% military production is too much. +10% maybe, but +2 exp in this case is a lot in itself. And it should require 3 barracks in your cities to let you build one. Then it would be just fine, I think.
Philosophical - +50% GP birth rate, cheaper elder councils and libraries. This one seems weak. I don't think I've played philosophical in your mod just because it gives so little. Increase GP rate to +66% (so they would produce 5 per specialist when others produce 3). It would be a worthwile then.
Spiritual - No anarchy, healers get free mobility promotion and double production of temples. To compare, I change civcs 7-10 times during a game when I'm not spiritual. About every five turns when I'm spiritual. It's ridiculously worth having and I have no idea why my disciples/priest/crusaders/monks/other stuff, should be faster just beacuse I'm spiritual. When playing as an order it's far to easy to have a strong, very mobile army consisting of healers only. You should take this free promotion away.
Among other things, I believe that wonders and great artists as citizens give too much culture. You could either make some building give steady amount of culture or make those things give it less. And OO are the only ones who can't build warriors later in the game 'cause they have access to all three upgrades and game renders them obsolete. That's why I'd suggest giving the free aggressive promotion to archery type units as well...
I'll probably take a closer look at some of the wonder soon.
Cheers
