But what if Civic (like Scholar gives +10% research) will also give +25% gold for all the game, would this be worth taking this trait?
I don't think that +25% gold income would be worthwhile. Money just isn't worth that much in the game due to how expensive rushing anything is and how much it costs to buy stuff in the shop, with cheap items and low rush costs costing tens or even hundreds of turns worth of income. A 25% income bonus might sound nice, but it's only going to cut the time requirement for being able to afford something by 20%, and when we're already talking about tens or hundreds of turns to afford something, the difference there is rather neglectable - sure, taking 40 turns to get enough money to buy something is better than taking 50 turns for the same, but not that much so.
Better would be something like a small unrest bonus (perhaps -5 in all cities, or something like that), or a production bonus (perhaps +1 per material), or some kind of civic-minded demiwonder that gives -1 global unrest per city in your empire or something like that.
I also aggree with Illauna that Civics is better than you're giving it credit for. I wouldn't say it's great, but it at least unlocks something that's useful in all cities from the start of the game (Bell Towers, which reduce unrest, thereby improving production and research). The trait granting the Training technology doesn't compare to this in any way unless you're in a slower rush (get up an early fortress, build the structure unlocked by Training, build army, crush enemy).
What if Warriors will give Training tech and +1 exp level for all troops, would this be worth taking this trait?
Thus we have nothing for Warrior Caste trait. But what if it gives +10% to Attack to the race (like Lucky gives bonus to Accuracy and Dodge), would this be worth taking this trait?
I have long thought that Warriors and Warrior Caste should be merged. I would also suggest that, if you merge them through a mod, you should use Warrior Caste as the trait which gives +1 level to trained units and the Training technology, because to me a warrior caste is a portion of the population which is dedicated to training for warfare; an extra level and the Training technology would seem to suit this. If you want to keep Warriors around, then I'd suggest going with a flat bonus (e.g. +1 attack) rather than a percentile bonus so as to allow its benefit to be overshadowed by advancing technology. This would make Warriors be a better choice for a more aggressive early game, but perhaps not as good in the later portions of the game.
A past suggestion involving the merger of Warriors and Warrior Caste suggested that whichever trait lost its bonus should provide a wage reduction.
Other suggestions might be:
- Have whichever trait loses its bonus provide +1 counterattack to all units, possibly with improved counterattack damage
- Provide a small bonus to attack and/or defense, perhaps 1 attack and/or 2-3 defense
- Unit health adjustments - Tough gives +10% and Ironeer blood gives +1 per level; there's room for a flat +X base health if you wanted to do it
- Give a small initiative bonus, say +1 or perhaps +2
- Give a bonus to attack, accuracy, or initiative for each sequential successful hit made by a unit
- Make a few special unit traits available
- Grant a couple of special weapons in the early portion of the game, like perhaps a sling granting a ranged attack ability; possibly include upgrades of these items in the Warfare tree
I'm sure if you look, you can find other suggestions, or think of some yourself. I would suggest, though, that you keep Warriors and Warrior Caste as traits which are of greater benefit in the early game than in the late game, the way they currently are, rather than turning them into something that's great all game long or which is of greatest benefit in the late game.