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Barchan
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drifting across the sands of time....
Nov 2001 time: 05:21
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I think it's important to note that this extra commerce is "raw" commerce, i.e. pre-improvement commerce. The extra commerce will then be doubled or tripled by various city improvements, so really I think it'd be more like 75+ gold/science per turn for a 30-odd city empire. And this, mind you, wouldn't account for the overall reduced corruption benefit, so I'd expect the final take to be substantially higher than that.
Pity, though, they didn't include reduced-cost marketplaces, banks, harbors and airports as well. Or maybe they did, but didn't mention it in the read file.... 
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frostycreep
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Devon, England
May 2002 time: 05:21
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Im happy improvements were made to the commercial trait. Its possible its one of the strongest traits now, but it certainly isnt overpowering.
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chiefpaco
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Canada
Feb 2002 time: 00:21
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All IMHO... A very good touch by Firaxis. In general, early benefits are much better than later benefits. What you do and how well you do it at the beginning can definitely make any late game trait or UU irrelevant to winning or losing the game.
Making Commercial very powerful is great so that civs who have more power early on (expansionist, militaristic) should pay attention to the later benefits of lower corruption and additoinal income benefits of the metropolis and cities of Commercial civs. 25% may be the level I think is balanced.
Expansionist may be useless in the late game, but it is most useful during the most critical time in the game - the beginning. I wouldn't touch it. The possibilities of an Expansionist civ in the early game to establish high populations (with granaries from the start), good maps and a tech lead is quite reasonable (on maps other than archipelago).
Now, I can always wish that they would put almost everything in the editor so I can find the balance that works best for me...
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