I'm a history student that play and design games, almost always with historical themes. I do think that flavor matters greatly but we may disagree as to its interpretation.
For me the embodiment of protective is China, a self-sufficient, cautious, inward-looking state where the legitimacy of the ruler stems from protecting the people from famine, invasion and disorder. Game wise I want it to be good on defense, and have some bonus for granaries and irrigation.
Expansive has no clear historical flavor in my mind, some kind of wide decentralized empire is suggested by the name but the in game effect boosts early growth and makes larger cities later. I would rename it to urban(ite) or populist. Only a health bonus would not be very strong. It kind of makes sense both combining it with workers and granaries. The problem is that all three is too strong if the goal is to modify the other traits as little as possible. If you give it to workers you might as well give it work boats so as to make less dependent on inland/coastal start.
Financial I imagine as the states and nations in exile that specialized in foreign trade and banking like Genoese, Armenians, Dutch, the maritime Chinese, Omani, Phoenicians etc.. The capitalistic oil on the waves of the market economy to quote Braudel. Game wise I want something with wealth rather than commerce to emphasize that it is about money rather than science/technology. But it is hard do that with the model of technology in the game.
For me the embodiment of protective is China, a self-sufficient, cautious, inward-looking state where the legitimacy of the ruler stems from protecting the people from famine, invasion and disorder. Game wise I want it to be good on defense, and have some bonus for granaries and irrigation.
Expansive has no clear historical flavor in my mind, some kind of wide decentralized empire is suggested by the name but the in game effect boosts early growth and makes larger cities later. I would rename it to urban(ite) or populist. Only a health bonus would not be very strong. It kind of makes sense both combining it with workers and granaries. The problem is that all three is too strong if the goal is to modify the other traits as little as possible. If you give it to workers you might as well give it work boats so as to make less dependent on inland/coastal start.
Financial I imagine as the states and nations in exile that specialized in foreign trade and banking like Genoese, Armenians, Dutch, the maritime Chinese, Omani, Phoenicians etc.. The capitalistic oil on the waves of the market economy to quote Braudel. Game wise I want something with wealth rather than commerce to emphasize that it is about money rather than science/technology. But it is hard do that with the model of technology in the game.