The creative addict thread started getting off-track and the OP there wanted reasons/techniques to get away from addicted. Here is why you should continue shooting up and listing to Music.
Creative really comes into play in two parts of the game. Initially when you are founding new cities and then during conquest when you are conquering new territory and are adding many smallish cities into the empire.
Early game you can either use the trait to immediately put cultural pressure on opponents (blocking is situational) OR use it so you can ignore early culture requirements and focus on other aspect of empire building.
Later in the game you can use the culture to quickly pop twice (in order to get the 20cpt onto the outer BFC), plus run scientists to get 6 beakers (and maybe artist culture if really needed) while building farms to support those specialists. This will get cities quickly integrated into your empire and recoup their cost of acquisition and maintenance. If they remain on the border then they can continue to use the major bonus of creative and libraries/theaters to maintain or grab additional land OR, if well protected, they can quickly build a collessium to further raise their happy cap while they grow and specialize.
In both situations you can also more easily ignore religion and since you are going to be working the writing/drama path anyway can pickup literature and music without going too far out of the way and improve your military and GP production rates.
Now, if you only plan on building up the core cities then creative does not make a strong choice since after the initial settlers you will have fewer opportunities to leverage the trait bonuses (constant or situational).
Creative really comes into play in two parts of the game. Initially when you are founding new cities and then during conquest when you are conquering new territory and are adding many smallish cities into the empire.
Early game you can either use the trait to immediately put cultural pressure on opponents (blocking is situational) OR use it so you can ignore early culture requirements and focus on other aspect of empire building.
Later in the game you can use the culture to quickly pop twice (in order to get the 20cpt onto the outer BFC), plus run scientists to get 6 beakers (and maybe artist culture if really needed) while building farms to support those specialists. This will get cities quickly integrated into your empire and recoup their cost of acquisition and maintenance. If they remain on the border then they can continue to use the major bonus of creative and libraries/theaters to maintain or grab additional land OR, if well protected, they can quickly build a collessium to further raise their happy cap while they grow and specialize.
In both situations you can also more easily ignore religion and since you are going to be working the writing/drama path anyway can pickup literature and music without going too far out of the way and improve your military and GP production rates.
Now, if you only plan on building up the core cities then creative does not make a strong choice since after the initial settlers you will have fewer opportunities to leverage the trait bonuses (constant or situational).