Underseer
King
I am not very knowledgeable about Civ. I am just writing this to get the ball rolling so to speak hoping that someone who knows what they're talking about will take over and rewrite this because I think it would be useful information, particularly for people new to the game. Other threads exist that cover traits, unique units, specific leaders, starting technologies, etc. This post concentrates entirely on traits and tries to describe the best way to get the most out of each trait as you play.
Agressive
Creative
Expansive
Financial
Industrious
Organized
Philosophical
Spiritual
Agressive
- Effects - Free promotion (Combat I) of melee and gunpowder units.
- Double Production Speed - Barrack, dry dock.
- To Get the Most Out of this Trait - Build a powerful military and use it. As long as you're getting a free promotion, you might as well make sure your units start out with as much XP as possible. Build barracks, build wonders that start your units out with more XP, and use civics that start your units out with more XP.
Creative
- Effects - +2 culture per city.
- Double Production Speed - Theater, coliseum.
- To Get the Most Out of this Trait - Creative adds benefit no matter what you do. This trait allows your borders to start expanding long before any of your opponents have developed religions or any other means of extending cultural borders. During early expansion, try to create new cities along the cultural borders of other civilizations as soon as possible. The earlier and more rapid border expansion also gives you an advantage in grabbing resources early in the game.
Expansive
- Effects - +2 health per city.
- Double Production Speed - Granary, harbor.
- To Get the Most Out of this Trait - Play at a higher difficulty level. At most difficulty levels, health is not much of an issue and health problems are easily solved. Being able to build granaries more cheaply can allow you to expand more rapidly in the early game.
Financial
- Effects - +1 commerce on plots with 2 commerce.
- Double Production Speed - Bank.
- To Get the Most Out of this Trait - Build lots of cottages early. One of the limiting factors to early expansion is money. More commerce alleviates that problem and allows you to keep the research slider at a higher setting for longer. Furthermore, since the Financial trait affects commerce (not money directly), it also boosts your total research output. The financial trait works well with almost any strategy since money and research are always important. Build lighthouses as with the Financial trait you can get +2 food and +3 commerce from coastal squares.
Industrious
- Effects - Wonder production increased 50 percent.
- Double Production Speed - Forge.
- To Get the Most Out of this Trait - Build forges early (research metal casting). Build wonders early and often. Getting forges sooner and more cheaply has a big impact on production. Getting more wonders generally means getting a lot more great people, which can be used to great effect in a variety of ways.
Organized
- Effects - Civic upkeep reduced 50 percent.
- Double Production Speed - lighthouse, courthouse.
- To Get the Most Out of this Trait - Switch to more expensive civics sooner. Build courthouses for more rapid mid-game expansion. Civic upkeep costs are generally fairly trivial unless your strategy really needs one or more of the more expensive civics early on. Cheaper courthouses are actually useful as they negate one of the primary disadvantages of overexpansion. Play on archipelgo maps to benefit from discount lighthouses.
Philosophical
- Effects - Great People birth rate increased 100 percent.
- Double Production Speed - university.
- To Get the Most Out of this Trait - Use your great people wisely. Many people seem to misread this, it doesn't boost your population growth, it increases your chances of getting great people, which are a critical aspect of the game. Know where and how your great people can be used for maximum effect.
Spiritual
- Effects - No anarchy.
- Double Production Speed - temple.
- To Get the Most Out of this Trait - Switch civics often. Very often. This trait is not as powerful as it was in Civ 3 because anarchy only lasts one turn in Civ 4. The same rule applies, though: to get the most out of this trait, change your government around more often. If you're about to produce a military unit, switch to a civic that will give that unit extra XP at creation (theocracy, vassalage). If you need to rush a city improvement, switch to a civic that allows you to do so (slavery, universal suffrage). If you get into a war, switch to police state. A principle advantage of the Spiritual trait is the starting tech you get, which virtually guarantees that you will found a religion early in the game, provided you research the right techs.