So, 2.3. is pretty nice, (at least when it works). However, I feel like there are several issues that we tend to traditionally ignore in this game. So, here's a modest issue in the current game concept. It is not very relevant perhaps, but it is still persists in my opinion.
In my opinion, traits must only provide bonuses that cannot be drowned out by stacking repeatables or other bonuses, or putting it more simply: traits are only valuable if they provide a buff of some stat that by nature can only be increased by a finite amount. This is indeed the case for most traits (as far as I know "industrious" and the like are multiplicative values).
However, this is not the case with leader longevity traits, as the related repeatables and modifiers are year-based, not percentage based. This greatly diminishes the value of these traits, as when we take "enduring" trait, we exchange 1 priceless trait point (and a trait pick, no less) on something that can be gained via 4 repeatables, without taking other modifiers into account. "Venerable" traits admittedly has larger impact, but it costs entire 4 trait points and its value only diminishes as the time goes on.
In my opinion, the year-based modifiers could be replaced by percentile-based ones in 5 years = 6,25% ratio, (as 6,25% derived from 80 is 5 years) as a possible solution. This will deliver greater impact for enduring/venerable leaders, giving those traits some value, as 100*0.0625=6.25 and 160*0.0625=10. It's a fairly little thing, but that's why in my opinion why these traits never received much love to begin with.
In my opinion, traits must only provide bonuses that cannot be drowned out by stacking repeatables or other bonuses, or putting it more simply: traits are only valuable if they provide a buff of some stat that by nature can only be increased by a finite amount. This is indeed the case for most traits (as far as I know "industrious" and the like are multiplicative values).
However, this is not the case with leader longevity traits, as the related repeatables and modifiers are year-based, not percentage based. This greatly diminishes the value of these traits, as when we take "enduring" trait, we exchange 1 priceless trait point (and a trait pick, no less) on something that can be gained via 4 repeatables, without taking other modifiers into account. "Venerable" traits admittedly has larger impact, but it costs entire 4 trait points and its value only diminishes as the time goes on.
In my opinion, the year-based modifiers could be replaced by percentile-based ones in 5 years = 6,25% ratio, (as 6,25% derived from 80 is 5 years) as a possible solution. This will deliver greater impact for enduring/venerable leaders, giving those traits some value, as 100*0.0625=6.25 and 160*0.0625=10. It's a fairly little thing, but that's why in my opinion why these traits never received much love to begin with.