Originally posted by Michael York
Expantionist can be very nice on both Deity and Emporer.
In my opinion, the only drawbacks are:
1. I hate the wait involved in a huge or large map
2. swamp or hilly starting locations.
3. Random barbs = chance of no huts
4. Random maps = chance of Island start
5. Uses up one of your traits, so you miss out on a different trait
6. Chance of starting next to 2 agressive civs so unable to build more than 2 or 3 scouts before war
Hmm, not trying to be picky, but Expansionist
is kinda sucky "on average" for Deity starts.
First, you have to admit that whatever the relative strengths of the expansionist trait, they are diminished at higher levels, as shown by Bamspeedy's test. If Expansionist is "very good" on lower levels it has to be "not quite as good" on higher ones.
Consider of all those other traits. Commercial is very useful on Deity since the OCN factor is just 70%. Scientific is also amazing, since (unless you choose Religous - almost a complete waste on Deity IMO) they will be your only cheap culture buildings. Cheap libs also means you can get more for you money doing your own research. Now they have changed the free tech to be random, it is even better.
I guess I better point out that I don't hate Expansionist - you can use it to your advantage in the right situations. Just in many situations it is sucky. And on random maps it is often the worst trait to have.