Some thoughts about my current game and how Capitar could use its lore to have some unique features.
Capitar hales from several trading families. What is trade? How would a long history of expert trading affect a fledgling civilization? For one thing roads would be the most important aspect of their civilization. Money would be the driving force of all parts of their society, from civics to magic to warfare. Large amounts of money will be a necessity for them. Here is how I would shape that in the form of traits. Trade Treaty Caravans cannot be attacked.
Legacy of Serrane: +300 Gildar at start. Taxes are doubled. Starts with Trading, Civics. Several merchant one per faction buildings are unlocked in the tech tree.
Merchant Culture: Units cost 100% more to train. Rush buy costs are 75% less. 3 Mercenaries can be trained per city (These will be powerful starting units that cost a fair amount and scale in power as the game progresses). Traits are unlocked in the tech trees that offer both extremely cheap units, and very powerful ones at a proportional cost.
Golden Path: Roads are expertly made. Economic bonuses from roads are doubled. Movement on roads in own territory is doubled. Trade Treaty Caravans are twice as fast.