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I think its fine if the merchat is in the middle of your list:
total = output per turn of money (coin)+science+all civics+all training
using that total merchant does not have the best total. it lags behind three other archetypes as follows
124 corruptionist (from your mod)
79 builder
59 commander
57 merchant (from your mod)
56 judge
49 tactician
46 zealot
31 hero
<28 seven remaining archetype traits
so based on bang for the buck it is corruptionist which is of need of a debuff (please do not) not merchant
in that the trader archetype does not make the unit ill, neither should the merchant class. indeed of all the 15 archetypes and 10 family classes NONE of the other 24 make the unit ill
Maybe 5% will do better, i dont know (anymore), i tested this long enough and 10% didnt seem that much, in my test they didnt they often, thats why.
Or maybe buff his stats a little more - its not that this archetpye is like the others, so little diversity couldnt harm :)
unlike one of the default ten archetypes like builder if you pick the corruptionist archetype added by this mod your ruler will not gain the corruptionist trait
your ruler can still have this archetype trait but you MUST pick corruptionist archetype during game setup (starting map unseen unless using a mapseed number from an already known map) then 'pick nation (etc)' later after the starting map has loaded (before founding your starting city)
the reason why this is a bug it that this behavior prevents using one save file to load and then create all possible nation, archetype, and family combos. instead a separate save file has to created for at least this archetype and likely for all five of these new archetypes