The new realms to personality tables I'm planning to include :
Nature
2 Chaotic, 2 Lawful, 1 Maniacal, 1 Ruthless, 1 Aggressive, 1 Peaceful.
Nature is a generalist realm that can work on any strategy, so all personalities make sense. Lawful is the original trait associated with it, so it's double. Chaotic is also double because Nature can be unpredictable at times, and also because it's a good realm to do surprise attacks on a player : Strong fantastic creatures with occasional (or frequent) Earthquakes and Blizzards can cause serious trouble to an unprepared player. Furthermore, the realm should have strong enough summoned units to be able to hold its own in an AI vs AI war triggered this way.
2 Perfectionist, 2 Expansionist, 1 Militarist, 1 Pragmatist, 1 Theurgist.
Again, going with the generalist theme, so all Objectives are available. Perfectionist receives double because this realm has good ways to improve cities and protect them from the effects of volcanoes or corruption. Expansionist also receives double to have a fair chance of taking advantage of powerful early summons in a war.
Sorcery
2 Peaceful, 2 Lawful, 2 Aggressive, 2 Maniacal, 0 Chaotic, 0 Ruthless.
Double Peaceful and Lawful because this realm benefits a lot from staying away from trouble, and is the best diplomat. Double Aggressive because it is the trait primarily associated with the realm. Double Maniacal to make up for no Ruthless, as these two are the trains causing a wizard to use excessive amounts of Dispelling Wave and Spell Blast, both of which critical elements in the game. No ruthless because triggering Jihad hostility at random is horrible tactic for a Sorcery wizard, and no Chaotic because it doesn't fit the image of the realm at all on top of being very bad for it.
Pragmatist 3, Theurgist 3, Perfectionist 1, Militarist 0, Expansionist 0.
Balanced spending and focus on magic power clearly benefits a late game realm and is matching for how the feels like, so Pragmatist and Theurgist get top focus. Perfectionist also works fairly well but is inferior to the other two because the realm cannot buff city economy aside from magic which Theurgist is a batter choice for. Zero of the two traits that cause early declarations of war because pure Sorcery sucks at that thing and benefits largely from getting overlooked/ignored by the human player. If other realms get mixed in, they might get picked.
Chaos
2 Chaotic, 2 Maniacal, 2 Ruthless, 1 Aggressive, 1 Peaceful, 0 Lawful.
Chaotic is clearly the most suitable for the realm but it actually does not benefit it at all, since it has a poor early game, thus the chance is only double, not quadruple like the original. Maniacal and Ruthless, with their increased chance of casting corruption and raise volcano when already hostile, but not declaring war at random benefits the realm more, as it is way stronger in the late game than early. Peaceful is not a very good match but benefits the realm very much in reaching late game, so it's not set to zero. Lawful is kept at none because it's a total opposite of chaos.
2 Theurgist, 1 Militarist, 1 Expansionist, 0 Pragmatist and Perfectionist.
Rushing magic research clearly benefits the realm, so double Theurgist., it was the highest originally, too. Militarist and Expansionist are not beneficial for a late game realm, but a pure chaos wizard can handle it (Chaos has good common and uncommon summons unlike Sorcery), and others realms mixed in reduces the high 50% chance of taking one of these. I can't imagine a Chaos wizard following a Perfectionist or Pragmatist strategy and they aren't really useful for the realm either.
Life
2 Lawful, 2 Peaceful, 1 Chaotic, 1 Aggressive, 1 Maniacal, 0 Ruthless.
Double Lawful and Peaceful are obvious choices for a Life wizard although they don't particularly support the realm which is equally strong in early and late game, they aren't bad for it either. I don't think any particular personality is directly harmful to pick for a pure Life wizard, except for one, Ruthless. Jihad hostility is something really bad for a realm that relies heavily on the resources and armies produced in their well defended and buffed cities.
2 Theurgist, 2 Militarist, 2 Perfectionist, 1 Expansionist, 1 Pragmatist.
Having no particularly weak time in the realm's game, all Objectives work fairly well with it. Militarist is double because it increases normal troop production, something Life relies on. Perfectionist is double due to strong reliance on cities, and Theurgist is double due to Life having the faster late game research acceleration for Spell of Mastery.
Death
2 Maniacal, 2 Ruthless, 1 Aggressive, 1 Chaotic, 1 Lawful, 1 Peaceful.
Death realm works fine with all personalities, but benefits most from the two that cause overland curses to be used often. Peaceful and Lawful might feel weird on an early game realm but the realm isn't bad at all in the late game so there is no real reason to disable them.
2 Expansionist, 2 Pragmatist, 1 Militarist, 1 Perfectionist, 1 Theurgist.
None of the objectives are bad for the realm too much, but Expansionist clearly helps with increased curse chances and early aggression. Pragmatist is there to balance out the high chance of turning hostile and because this trait is very underused despite giving pretty high AI performance due to a balanced spending of resources.
Retorts
Warlord : Militarist +2. This one is a no-brainer, Militarist produces more normal units and this retort buffs those.
Channeller : Ruthless +1. Having no range penalty allows the AI to handle the all-out war of Jihad hostility much better.
Sage Master : Theurgist +2, Peaceful +1. Don't think this one needs explanation.
Guardian : Perfectionist +1, Peaceful +1. To increase the chances of the wizard developing into that threat you absolutely must stop as soon as possible...while the retort makes sure you'll fail at stopping it if acting too late.
Tactician : Militarist +1, Expansionist +1. Additional defense in combat is clearly an ability that favors early aggression.
Inquisitor : Lawful +1. I'm not sure about this one but it should help balance out the drawback of the retort, slow expansion, by letting the wizard declare wars but at a much slower pace than other personalities do. Peaceful would be an overkill and very unsuitable for what the retort does.
Cult Leader : Theurgist +2. Boosted power income from magic buildings goes well with making more of those.
Nature
2 Chaotic, 2 Lawful, 1 Maniacal, 1 Ruthless, 1 Aggressive, 1 Peaceful.
Nature is a generalist realm that can work on any strategy, so all personalities make sense. Lawful is the original trait associated with it, so it's double. Chaotic is also double because Nature can be unpredictable at times, and also because it's a good realm to do surprise attacks on a player : Strong fantastic creatures with occasional (or frequent) Earthquakes and Blizzards can cause serious trouble to an unprepared player. Furthermore, the realm should have strong enough summoned units to be able to hold its own in an AI vs AI war triggered this way.
2 Perfectionist, 2 Expansionist, 1 Militarist, 1 Pragmatist, 1 Theurgist.
Again, going with the generalist theme, so all Objectives are available. Perfectionist receives double because this realm has good ways to improve cities and protect them from the effects of volcanoes or corruption. Expansionist also receives double to have a fair chance of taking advantage of powerful early summons in a war.
Sorcery
2 Peaceful, 2 Lawful, 2 Aggressive, 2 Maniacal, 0 Chaotic, 0 Ruthless.
Double Peaceful and Lawful because this realm benefits a lot from staying away from trouble, and is the best diplomat. Double Aggressive because it is the trait primarily associated with the realm. Double Maniacal to make up for no Ruthless, as these two are the trains causing a wizard to use excessive amounts of Dispelling Wave and Spell Blast, both of which critical elements in the game. No ruthless because triggering Jihad hostility at random is horrible tactic for a Sorcery wizard, and no Chaotic because it doesn't fit the image of the realm at all on top of being very bad for it.
Pragmatist 3, Theurgist 3, Perfectionist 1, Militarist 0, Expansionist 0.
Balanced spending and focus on magic power clearly benefits a late game realm and is matching for how the feels like, so Pragmatist and Theurgist get top focus. Perfectionist also works fairly well but is inferior to the other two because the realm cannot buff city economy aside from magic which Theurgist is a batter choice for. Zero of the two traits that cause early declarations of war because pure Sorcery sucks at that thing and benefits largely from getting overlooked/ignored by the human player. If other realms get mixed in, they might get picked.
Chaos
2 Chaotic, 2 Maniacal, 2 Ruthless, 1 Aggressive, 1 Peaceful, 0 Lawful.
Chaotic is clearly the most suitable for the realm but it actually does not benefit it at all, since it has a poor early game, thus the chance is only double, not quadruple like the original. Maniacal and Ruthless, with their increased chance of casting corruption and raise volcano when already hostile, but not declaring war at random benefits the realm more, as it is way stronger in the late game than early. Peaceful is not a very good match but benefits the realm very much in reaching late game, so it's not set to zero. Lawful is kept at none because it's a total opposite of chaos.
2 Theurgist, 1 Militarist, 1 Expansionist, 0 Pragmatist and Perfectionist.
Rushing magic research clearly benefits the realm, so double Theurgist., it was the highest originally, too. Militarist and Expansionist are not beneficial for a late game realm, but a pure chaos wizard can handle it (Chaos has good common and uncommon summons unlike Sorcery), and others realms mixed in reduces the high 50% chance of taking one of these. I can't imagine a Chaos wizard following a Perfectionist or Pragmatist strategy and they aren't really useful for the realm either.
Life
2 Lawful, 2 Peaceful, 1 Chaotic, 1 Aggressive, 1 Maniacal, 0 Ruthless.
Double Lawful and Peaceful are obvious choices for a Life wizard although they don't particularly support the realm which is equally strong in early and late game, they aren't bad for it either. I don't think any particular personality is directly harmful to pick for a pure Life wizard, except for one, Ruthless. Jihad hostility is something really bad for a realm that relies heavily on the resources and armies produced in their well defended and buffed cities.
2 Theurgist, 2 Militarist, 2 Perfectionist, 1 Expansionist, 1 Pragmatist.
Having no particularly weak time in the realm's game, all Objectives work fairly well with it. Militarist is double because it increases normal troop production, something Life relies on. Perfectionist is double due to strong reliance on cities, and Theurgist is double due to Life having the faster late game research acceleration for Spell of Mastery.
Death
2 Maniacal, 2 Ruthless, 1 Aggressive, 1 Chaotic, 1 Lawful, 1 Peaceful.
Death realm works fine with all personalities, but benefits most from the two that cause overland curses to be used often. Peaceful and Lawful might feel weird on an early game realm but the realm isn't bad at all in the late game so there is no real reason to disable them.
2 Expansionist, 2 Pragmatist, 1 Militarist, 1 Perfectionist, 1 Theurgist.
None of the objectives are bad for the realm too much, but Expansionist clearly helps with increased curse chances and early aggression. Pragmatist is there to balance out the high chance of turning hostile and because this trait is very underused despite giving pretty high AI performance due to a balanced spending of resources.
Retorts
Warlord : Militarist +2. This one is a no-brainer, Militarist produces more normal units and this retort buffs those.
Channeller : Ruthless +1. Having no range penalty allows the AI to handle the all-out war of Jihad hostility much better.
Sage Master : Theurgist +2, Peaceful +1. Don't think this one needs explanation.
Guardian : Perfectionist +1, Peaceful +1. To increase the chances of the wizard developing into that threat you absolutely must stop as soon as possible...while the retort makes sure you'll fail at stopping it if acting too late.
Tactician : Militarist +1, Expansionist +1. Additional defense in combat is clearly an ability that favors early aggression.
Inquisitor : Lawful +1. I'm not sure about this one but it should help balance out the drawback of the retort, slow expansion, by letting the wizard declare wars but at a much slower pace than other personalities do. Peaceful would be an overkill and very unsuitable for what the retort does.
Cult Leader : Theurgist +2. Boosted power income from magic buildings goes well with making more of those.