it's just that some players don't like them because they don't want to change their style to accommodate the traits *cough* religious *cough*.
there might be some truth in that, but i know from experience, that the way i play, religous just would not help me at all.
-i build libraries, not temples for early cultural expantion, because libraries can get culture to the 2nd level quite a bit faster than temples
-i hardly ever change governments each game, usually once per game *despo-democracy, or despo-facism*
-hardly ever build cathedrals, i build universities and coloseums, both of which get more cultural influence i believe *i don't usually care about happy or content faces, which is bad i know*
So in some ways, i guess i just agreed with what you said, i am just getting the other side out there
Beetle is absolutely right, aside from Agri and Exp/Sea they are all quite fair (Yes even religious).
well, this is where i really had to stand out. i can see the benefits of religious, and agricultural, 2 traits i used to find useless, and i often find myself leaning towards agri civs *i might get around to playing as the sumerians one of these days*, but i think that Expantionist is one of the best traits in the game, and is almost unfair!
Seafaring is fair, but i don't find anything special in that, only the added sea movement, and starting out w/ alphabet for curraghs, and starting near the sea
Getting back to Exp, i think that getting a bonus unit in the begining of the game that has 2 movement, can really really get a good starting position.
With a scout alone, i have popped 7 techs, 2 maps, 4 gold and that was before all the 4 other civs i found (with that scout), even had 3 cities (some even 2) because of that, i only lost 2 wonders, which i had no control over the SoZ, since i had no ivory, but i lost The Oracle, because i hardly ever build that
Getting back to the point, Expantionistic civs can either make or break the game for you in the beginning, and i don't worry about the scout dying from evil tribes, because they are almost 100% passive from expantionistic traits
I find the UU less important in any game. They give you a small advantage at a certain age. Sure, you'll conquer a little more of this or that, what really matters is how well you manage your cavalry.
well, that REALLY depends on what kind of victory you are going for. If you are going for diplomatic, or space race, killing other civs won't really
help you. but if you are going for an early victory, and you're Persia, and you already have Bronze working from what you started w/, you only need 1 tech before you can (if you have the iron) start building an amazingly good offensive unit for the Bronze Age. 4/1/1 can really be a killer to those 1/2/1 spearman
PS-i think there is one thing that i hope we can agree on---Exp/Sea together are really useless, no offense portugal