@Codyksp what exactly is your problem with Gifted Casters and Powerful Evokers? They are not stellar, but seeing them lined up with Devious Watchers and beneath half of your C-tier is extremely bizzare. Did I miss some kind of meta shift that made combat casting points garbage? Or is that because Death Magic devalues all trivial amounts of it?
Society Traits are all about economical bonuses, be it through units and regeneration, movement, or directly through income.
You need to view them as tools to kick-start your empire and potentially scale into the later game (some do a bit of both).
Both of these traits give absolutely nothing that helps you become meaningfully stronger throughout the entire game.
+10 CP is trivial and Mana cost has never been a problem. An extra spell is whatever, it can be harmful too.
The reason being that in competitive games we save "cheap" spells to research them later and get to tomes faster.
Either way, Gifted Casters just doesn't help my game in any way that is more impactful than any of the other traits.
Even if it provided a CP discount to Combat Spells it would still not be a good trait to pick over any others.
The same holds true for Powerful Evokers. 10% damage is pretty low. It's fine but nothing super amazing either.
Getting +5 CCP per Battle Mage/Support is already pretty niche, but it's also just not something that I need.
You can craft 10/20 CCP on all of your Heroes quite easily, or get them from Structures/SPIs and Death Magic.
This bonus will not help my early game improve meaningfully, it's a pure combat bonus in a game about economy.
Combat oriented Society Traits have always been bad. Mana Addicts is only in C tier due to the recent changes.
They added +10 Stability per Mana Node and also made Life Steal work on every attack. This bumped it up.
But the trait still requires you to cast every single turn, putting a heavy drain on your mana stockpile.
So question. People are suggesting Perfection Artisan has its building production nerfed so non-Industrious/Glacial Mammoth/Giant King builds can make use of it, but I have another question to ask.
To be clear. Perfectionist Artisans is bad even with Industrious and Glacial Mammoth at +100% cost.
Calculate the amount of Production/Gold spent on a structure and how long it takes for +5 Gold to earn itself back.
EDIT: I'll give you two examples to showcase what I mean:
Vendor costs 60/130. At +100% this cost is 60/260. Boosted this becomes 42/182 as opposed to 42/91.
I value Production at 1.5x Gold for the early to mid game. Triumph even makes you pay x2 for rushing structures.
So this means I am paying an extra 91*1.5=137 Gold worth of resources for the structure (when Boosted).
To earn back 137 Gold with 5 Gold per turn takes me 28 turns. It also takes me longer to get the structure.
So I lose out on a couple turns of +10 Gold from the actual structure itself because I had to wait longer for it.
Market costs 100/250. At +100% this cost is 100/500. Boosted this becomes 70/350 as opposed to 70/175.
So this means I am paying an extra 175*1.5=263 Gold worth of resources for the structure (when Boosted).
Now I have to wait an insane 53 turns just to earn back that 263 Gold. And as before I get my income later too.
If we make it +50% then suddenly the early game structures can begin making income for you fairly quickly.
60/195 becomes 60/137 boosted. The extra 46 Production takes 10 turns to earn back, a much better return.
100/375 becomes 100/263 boosted. 88 extra Production takes 18 turns to earn back, rather than 53 turns.
There is slight value to the Stability as well and obviously the Gold matters more at certain points in the game.
But even if you maximize for Production gains, you are sacrificing all kinds of other income bonuses to do that.
It's not like you are getting Production out of thin air, it's your cultural thing. It's meant to be part of your power.
So you can't treat it like a "free" bonus and use it as compensation. Even at 50% the extra cost barely makes up for itself.