Yeah , I agree getting rid of ' useless ' traits that don ' t work with your play style or perhaps not ueful in general , like starting techs opens up room for other powerful traits . On the other hand , I would argue that such a system was implemented to be used and abused or else they wouldn ' t have given us the option of creating them to begin with . Still , I do believe I ' ve also gotten ' better ' at playing the game , and especially at refining my strategy as I played through the same faction repeatedly , so that ' s a fair point . Cellulose mutation is a trait that I can ' t really figure out I do have it in the current iteration of my BL faction , but with the rate that I purchase population , I find it very rare that I actually hit the limit for boroughs at any point through the game . On the other hand , even if I don ' t max them out , their being half price is a huge boon , which may balance out my needing to take the 1 to Industry trait . That Dust Transmuter , the legendary deed with the 100 % dust building , and the Reliquary are all massive dust bonuses that I simply didn ' t have and probably didn ' t need before , so throw those into an alreadyworking BL faction and my dust generation goes insane , lol . Personally , I stack all three of those buildings into a Desert region city with Lord Peyton Quinn governing the city , on top of the 30 % Businessmen trait it just ends up with that one city providing anywhere up to 10 k dust per turn on its own once all the buildings are done . On an unrelated note , how does Impossible feel compared to Serious ? I looked through the bonuses briefly and it seems like the jump from Serious to Impossible is much higher than the jump from Impossible to Endless , on top of the bonuses seeming to just start spiraling out of control at Impossible . Stuff going from 35 % to 50 %, for example .