Since my last post a lot of underpowered traits have been balanced out but there are still a few that need some love. In particular the research traits are very very weak and pointless to get. So much so in fact that I feel like redesigning several base factions because they waste a point on them.
Adepts: Unlocks Shard Harvesting tech, + 40 mana.
It's sad that the +40 mana off the start is the better part of this trait. In no way is starting with the tech that allows you to upgrade shards any good at all. They are simply expensive and pointless. Rarely do I bother to build shrines that early in the game let alone upgrade them. If for some reason I want upgraded shrines I could just wait the 6 turns to research this tech. Since Enchanters does so much you could move some of it's effects like the spell tomes or scyring pool to this. Of course then Roseln would get that as well but still. If you don't want to do that then you could have this increase mana or something.
Civics: Unlocks Civics tech.
All the tech traits need boosting. Civics could make buildings build faster or decrease the cost of rushing. We have a trait that increases improvement build times, this could be the opposite.
Warriorcaste: Units +1 level.
Not bad but really how does this compare to any other trait like Heroic or Enchanters? You could combine it together with Warriors and still come out weaker then a lot of other traits. You could have this decrease the cost of Troops to build or upkeep.
Warriors:
Unlocks Training tech. It's name is too similar to Warrior Caste. The ability to rush spearmen and barracks is sometimes useful however it still only useful for the first like 20 turns. Like all the other research techs it needs a good secondary ability.
Flesh Bound Tome: Unlocks sacrifice spells, Candlecloak and Scarstones.
The sacrifice spells are bleh but Scarstones and Cadlecloak are good. Doesn't really compare to Death Magic at all though.