Civ IV Traits in Civ V[1] by Bingles is a mod that adds additional unique abilities to each civilization. Inspired by a similar mechanic in Civilization IV (known as "Traits"), the mod assigns 14 unique abilities to the existing 43 civilisation leaders, based upon their historical and in-game personalities. Many custom civilizations also feature support for this mod.
Traits List[]
Each civilization leader is assigned two unique abilities from the list below. These traits do not replace existing unique abilities.
Trait
Effects
Aggressive
-33% Military upkeep costs
All melee and Gun units start with free Drill I and Shock I promotions
+100% Production towards Barracks and Armories
Charismatic
+1 Happiness in every city
+1 Happiness from every Monument, Broadcast Tower and Happiness building
Units gain experience 50% faster
+100% Production towards Colosseums and Circuses
Creative
+2 Culture per city
+2 Culture per 5 Population in a city
+100% Production towards Monuments and Amphitheaters
Diplomatic
+2 Influence from trade routes with city states, +3 Influence if you can demand tribute
Once allied with a city state, the city state receives a permanent bonus to Defense, Food, Production, Science and Gold
+100% Production towards Caravansaries and Harbors
Expansive
+3 Food per city
+1 Population when founding a new city
+100% Production towards Granaries and Forges
Financial
+10% Food and +10% Production in cities connected to the Capital
Internal Trade Routes generate +50% Food or Production
City connections generate 50% more gold
+100% Production towards Aquaducts and Stables
Imperialistic
+100% Great General and Admiral birth rate
+4 Happiness per general and admiral and +2 Happiness from Courthouses
+100% Production towards Courthouses and +25% Production towards military land units
Industrious
+50% Production when building wonders
+1 Production from Specialists
+100% Production towards Workshops and Stone Works
Inventive
+2 Science per city
+1 Science per Specialist
25% of base Production is added to Science
+100% Production towards Libraries and Watermills
Mercantile
+1 Gold per luxury resource worked by a city (increases to +2 Gold after researching Economics)
Markets, Banks and Stock Exchanges generate 50% more gold
+100% Production towards Markets and Mints
Philosophical
+100% generation of Great People
+1 Culture and +50% Tourism from Great Works
+100% Production towards Universities and Gardens
Protective
+50% City range attack strength when a unit is garrisoned
+15% Strength for units in friendly territory
+100% Production towards Walls and Castles
Seafaring
Building Lighthouses provide 1 free Workboat
Building a Harbor in the Capital provides 1 free Cargo Ship and 1 additional trade route
All Military naval units receive the Seafaring Promotion*
+100% Production towards Lighthouses and +25% Production towards military naval units
* First has +1 Movement. In the Classical Era, it receives +1 sight. In the Medieval Era, it gets +10% attack. In the Renaissance Era, it gets +10% Defense. For the next 4 eras it repeats until it is +2/+2/+20%/+20%.
Spiritual
+1 Faith per city
+1 Faith per 5 citizens in a city (bonus doubles after discovering Theology)