So I was just thinking last night about making a mod with better leader traits. I didn't come up with new traits, I just wanted to actually balance the existing ones and make them better (in other words, do the job Firaxis should have done). Every trait is equally useful for the AI. For example, imp and prot are not the strongest traits, but having the HRE next door is a pain in the A$$. All civs are fun to play against, but not all of them are fun to play, mainly due to the fact that traits like protective suck for the human player. So this is what I came up with:
Aggressive: leave as is
Industrious: leave as is
Financial: leave as is
Philosophical: leave as is
Imperialistic: cheaper settlers and reduced civic costs (like organized), and no cheap buildings for balanced. Thus, the imperialist trait would be exactly that - the ability to build and maintain a bigger empire.
Charismatic: faster GG production and XP bonus (no happy bonus) - the second warmonger's trait, plain and simple.
Expansive: +2 health, +1 happy in all cities, +1 happy for monument and broadcast tower, +1 more health with hospital. (the expansive trait would then be geared towards having bigger cities, maybe cheap buildings, I don't know, would have to be balanced).
Spiritual: no anarchy, cheap temples, cathedrals, and missionairies. (yes, cheap religious buildings and missionaries means you can build up your religious infrastructure AND spread religion easier...it's spiritual...duh)
Protective: ah...what to do about this trait? Simple. Make a new promotion. Call it "homeland defence". Effect: +20% strength in attack AND defence when fighting within cultural borders. The protective trait means that all melee, archery, and gunpowder units start with homeland defence promotion. Why 20%? Well...it has to be better than 10%...15 still seems too weak (considering aggressive combat bonus is 10%) but 25% seems too strong. I think 20 is just right.
Creative: This trait is already pretty good...but it doesn't allow you to actually take cities with culture, which is what I think it should do. So, maybe only +1 culture at the start, but then +10-15% culture to all cities as well.
Feedback?
Aggressive: leave as is
Industrious: leave as is
Financial: leave as is
Philosophical: leave as is
Imperialistic: cheaper settlers and reduced civic costs (like organized), and no cheap buildings for balanced. Thus, the imperialist trait would be exactly that - the ability to build and maintain a bigger empire.
Charismatic: faster GG production and XP bonus (no happy bonus) - the second warmonger's trait, plain and simple.
Expansive: +2 health, +1 happy in all cities, +1 happy for monument and broadcast tower, +1 more health with hospital. (the expansive trait would then be geared towards having bigger cities, maybe cheap buildings, I don't know, would have to be balanced).
Spiritual: no anarchy, cheap temples, cathedrals, and missionairies. (yes, cheap religious buildings and missionaries means you can build up your religious infrastructure AND spread religion easier...it's spiritual...duh)
Protective: ah...what to do about this trait? Simple. Make a new promotion. Call it "homeland defence". Effect: +20% strength in attack AND defence when fighting within cultural borders. The protective trait means that all melee, archery, and gunpowder units start with homeland defence promotion. Why 20%? Well...it has to be better than 10%...15 still seems too weak (considering aggressive combat bonus is 10%) but 25% seems too strong. I think 20 is just right.
Creative: This trait is already pretty good...but it doesn't allow you to actually take cities with culture, which is what I think it should do. So, maybe only +1 culture at the start, but then +10-15% culture to all cities as well.
Feedback?