Reason behind this fix I really like version HR 1.24 but I've always felt expansive, industrious, creative traits were way too powerful. Leaders such as Victoria (Exp/Ind) would dominate the game to an extreme point that it would stop being fun. Also Imperialist leaders were too weak because all of their bonuses were about conquering others, and they couldn't do it because they didn't have good enough regular bonuses. Only trait ability that might be useful was -33% hurry cost, but it was again useless because slavery civic was very useless against the agrarianism. Quarries and Plantations are too weak compared to a farm-pasture based civ. Therefore AI would never adopt it (neither me), which caused an additional penalty for imperialist leaders. Because slavery is weak this would also ruin jungle starts. Some early strategic resources are also too critical and become game-breakers. You might get screwed if you don't have any copper in the early ages or don't have any saltpeter in the renaissance. Moreover they are revealed just when you need them, which is a bit unfair, so discovery of these resources pushed to earlier techs so players can plan their strategies accordingly. Changes Traits Creative trait now gives free kilns instead of +1 per level. Industrious trait now gives free tanneries instead of +1 per level Expansive trait now gives faster road&railroad speed instead of +1 population when founding cities. Techs - Resources Reveal of Saltpeter is moved to the Alchemy, which is also more historical. Copper is revealed when Mining is discovered. Iron is revealed when Bronze Working is discovered. Mines now give only +1 rather than +2. But they also gain +1 with iron working. This amplifies tools aspect of this tech, rather than merely improving weapons and makes it appealing for peaceful civs. Civics-Tenets Slavery gives +1 from Quarries and +2 from Plantations instead of +1 from both. Preservation is moved to priesthood since alchemy became crowded, also it makes more sense. How to Install Just copy the contents of the zip file into a fresh History Rewritten 1.24 install in your /Mods folder. This will change your mod.