So, looking at the flaws, I am still deciding. These are bound to change as I review and flesh out my nation, or as the selection increases: Mercenaries and Sellswords: Mercenary companies are vast in your nation. They often form the backbone of your army. This can cause some trouble as they are only loyal to the highest bidder. I will either take: Torpid Navy: With hulls broken, shredded sails, and unsteady masts, your ships are very weak and easily sunk. Naval battles will not often go your way. Your fleet is a truly a pitiful sight to behold. Or Lame Cavalry: Your nation’s horses are lame, swaybacked, stubborn, and weedy. It is hard to control them, and because of this, your cavalry lacks training and are comparatively weak in battle. Which would essentially translate to No Cavalry or No Fleet, in my case, since it would be odd to have just one section of the military for some odd reason existent and just really bad versus having like one or two squads or one capital ship that are modern and worth the same value. The one other flaw I was going to take was: [s]Serf[/s] Slave Militia: The armies of your nation are far and few. In order to fill the gaps in your rank, your nation must place [s]peasants[/s] debtors and [s]serfs[/s] slaves among the ranks. Unskilled and weak, they are merely placeholders within your empty military. Now, the clarification with this one is that the way I was planning this, the nation's capital and lush provinces would have all of those fancy military traits I got, and then the desert army or oarsmen (depending on where I place my nation) would be mostly slaves. So really, the traits would apply to two very different armies. For traits (11 Points, 10 og. plus one from planned extra flaw): Honorable Emissaries (Can’t Be Taken With A Web Of Whispers): Throughout history your nations peoples are known for being charismatic and honorable. With some of the best and most trusted diplomats, sneakier affairs are more difficult when it comes to both your spies and the spies of your enemies. This is compensated by your ability to obtain information diplomatically, above the radar. Tempered Equipment: Your battle force has the finest, most expensive equipment. Be it from battle armor to the weapons your soldiers use, it is made from the best resources within your nation. Though if this is paired with the Big Armies trait, it means that only some soldiers will get this good equipment leaving the rest with lesser armor giving an imbalance of equipment. Disciplined Troops: The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important aspects. These men are hardened warriors with training and are ready for combat. If you take this trait along with Centurion Troops, you will have some troops that are not as well trained as others, causing an in-balance within your forces. Unstoppable Force (Costs 2 points): The world trembles when you head to battle as you leave carnage in your wake. Once you get going, there is nothing to stop the wrath you are to bestow upon whomever invoked you, making your attacks leave a mark on the land. When your nation attacks, they are at a great advantage. Master Engineers: Your nation’s engineers have become extremely skills at crafting siege towers, siege ladders, tunnels, and other siege weaponry. Your army makes for a fierce force when attacking fortified locations. Awe-Inspiring Fortifications: The castles within your nation have the most breathtaking views and are the pride of your country. Along with their mesmerizing beauty, the security that roams the halls are top of the line. Not only are these places stunning, they are placed in specific locations within your realm to keep your people safe all while foes sit and admire these structures. Filthy Rich (Costs 2 points; Requires one of the following traits: Rich Deposits, Far Away Lands, Vital Roads): Your nation flourishes, living in a mythical and extravagant golden age. Your nation’s coffers are brimming with coin. You can spend much more than other nations Vital Roads (Costs 2 points): Your nation holds control of vital trade routes that travel through your territory. Merchant guild masters pay tariffs and tolls to you. Coin circulates your nation like blood. Leaving you more well off than other nations. More will be developed later. For now, I am just curious if the traits work. Danke!