VeniceBeach
Chieftain
I've seen a lot of comments that the Spiritual trait isn't that good except for founding an early religion and saving a few turns of anarchy here and there.
In order to properly use Spiritual, you have to change civics all the time. For example, I prefer Organized Religion for the +25% building production, but if I have a military unit that is about to be built, I can switch to Theocracy (assuming I have the proper techs) for one turn to get the extra +2 experience, without interupting production. Once built, I can switch back to Organized Religion so the rest of my cities only miss one turn of the +25% bonus. If I have vassalage, I can switch to that too and get +4 experience. Since vassalage is so expensive, I don't want to stay with that civic more than I need to, and thanks to Spiritual, I only spend one productive turn on it.
There are lots of other examples where this kind of movement comes into play. Basically, you can always have the proper civics for game actions that take one (or a few) turns to complete and then switch back to your long-term civics.
In order to properly use Spiritual, you have to change civics all the time. For example, I prefer Organized Religion for the +25% building production, but if I have a military unit that is about to be built, I can switch to Theocracy (assuming I have the proper techs) for one turn to get the extra +2 experience, without interupting production. Once built, I can switch back to Organized Religion so the rest of my cities only miss one turn of the +25% bonus. If I have vassalage, I can switch to that too and get +4 experience. Since vassalage is so expensive, I don't want to stay with that civic more than I need to, and thanks to Spiritual, I only spend one productive turn on it.
There are lots of other examples where this kind of movement comes into play. Basically, you can always have the proper civics for game actions that take one (or a few) turns to complete and then switch back to your long-term civics.