I downloaded this mod on other new computer and found it amazing. A lot of new units, distintive feel for each civilization that really has more realism and more balanced traits to have fun with, specially with negative ones. BTW, i have some suggestions lists around traits how to add more things to turn them more special. There goes the list: Positive traits------------------------------- Administrator - > I would increase slightly the epidemic chance reduction. The change would not turn them stronger overall but because i'm buffing all traits by add things... Agrarian - > I would add 1 food on city plot. The change would benefit more the food generation for those civs but because its just 1 food per city... Charismatic -> I would increase diplomatic bonus from other civs, to make bigger than philosophical trait. The change would replace current politician role as main diplomatic bonus for other civs, and because new politician role is more espionage through new logistics type... Conqueror -> I would make rural logistics from this trait a bigger value than what comes from militaristic. I don't know if there is a buff or a change here but... Creative -> I would add 1 science per city. The change add a slight upper hand on science long run but because its just 1 science per city... Expansionist -> I would add 1 hammer on city plot. The change would turn the city plot more produtive but because its just 1 hammer per city... Financial -> I would add 1 commerce on city plot. The change would benefit more the commerce generation for those civs but because its just 1 commerce per city... Humanist -> I would add 1 food on city plot. The change would turn the city plot more hospitable but because its just 1 food per city... Imperialistic -> I would add 1 culture from barracks. The change would grant an extra culture push for those leaders, but because its just 1 culture per barracks... Industrious -> I would add 1 hammer on city plot. The change would benefit more the hammer generation for those civs but because its just 1 hammer per city... Legislator -> I would add 1 commerce on city plot. The change would turn the city plot more profitable but because its just 1 commerce per city... Militaristic -> No changes, although the new mechanic Intelligence Logistics is already an implicit change. Philosophical -> I would add +1 diplomatic bonus from other civs. The change would fit a new role for philosophical as a second diplomatic bonus for other civs, and because new charismatic became main diplomatic bonus role... Politician -> I would replace the +2 diplomatic bonus from other civs into the new mechanic bonus intelligence logistics, plus make that intelligence logistics bonus bigger than what comes from militaristic. Those two changes would shift politician role from diplomatic bonus into espionage specialist, and because intelligence logistics cames into politician... Progressive -> I would increase science bonus multiplier by 5%. The change would increase research output to make those leaders on science edge a little more... Protective -> I would make urban logistics bigger than what comes from militaristic. I don't know if there is a buff or a change here but... Seafarer -> I would allow a non-coastal city gain +1 trade route if it is settled on a riverside. The change would allow seafarer leaders to fund expansion inland through rivers, but because it doesn't affect non-coastal cities that doesn't border a river... Spiritual -> I would add +1 gold from any religion. The change help the spiritual leader gain profit from spreading as many religion as he can, but because he still need to found one religion first... Negative traits---------------------------- Anti Clerical -> I would slow down production of religion buildings. This would prevent players even more from building them. Arrogant -> I would increase diplomatic penality related for declaration of war from arrogant leaders. This would make those leaders very hated once they start warmongering. Barbaric -> I would slow down production of culture buldings. This would prevent players even more from building them. Cruel -> I would slow down healing of wounded military units. This would make them even more fragile. Excessive -> I would add a bit of science penality. This would make those leaders slightly behind on science race. Fanatical -> I would increase diplomatic penality for different state religion between a fanatical leader and other leaders. This would make those leaders a real pain if they find someone with different religion. Foreign -> I would slow down production of settler. This would slow down empire growth even more. Idealist -> I would decrease by 1 rural logistics. This would turn conquests harder. Isolacionist -> I would add diplomatic penality for a isolacionist leader to cancel any open borders diplomatic bonuses. This would prevent players more from sign open borders. Megalomaniac -> I would slow down production of unique units, unique buildings and working of unique improvements, although anything that is not explictly marked as unique for civilization is not affected by this rule. This would bring a megalomaniac feel outside of wonders, when we are speaking of uniques that civilization only has and no one else. Populist -> I would decrease by 1 intelligence logistics. This would turn life of enemy spies and enemy units a bit easier. Revolucionary -> I would increase base diplomatic penality from this trait. This would turn those leaders more hated at all. Schemer -> I would increase diplomatic penality for whenever the schemer and another leader are too close, speaking about close borders penality sparks tension. This would be a pain for anyone who expand towards too close of a schemer. Temperamental -> I would decrease by 1 urban logistics. This would encourage even more those leaders to place their troops outside cities. Intelligence Logistics---------------------------- This logistics is not tied to units you have but to technology in comparisson with another civilization, because of that for each civ you meet you have to monitor a separate status of intelligence logistics that applies to that particular civ. Each technology that you had already reseached and another civilization did not yet is counted for determine if you are under intelligence logistics problem towards that civilization and how much. But technologies that both you and another civilization already researched do not count anymore for that matter, so is possible to revert intelligence logistics problems by slowing down research or choosing wisely what to research. Having intelligence logistics problems towards another civilization brings three weakenesses for you that enemy civ may exploit, (1) their spies will be more effective against you and same about their espionage, (2) their combat will be more effective against you and they may get more great generals for that, and (3) there is a diplomatic penality that make those civilizations less friendly towards you. All that intelligence logistics reminds that 'we fear you are becoming too advanced' diplomatic penality that exists on civ4 bts but it's a rework taking on a count that there is no tech trading anymore on realism invictus, so how to rework such a diplomatic penality to fit this mod and make it look awesome, with other bonuses included aswell?