Somewhat more seriously, I'm a bit surprised that so many people are down on AGG and ORG. Most of you probably know a lot more about this than I do, so I can't really argue with you, but isn't an additional start promotion for barracks-trained melee and gunpowder units pretty useful? Cheap barracks at a stage where they'd otherwise take forever to built and at least some of your cities absolutely must have barracks sound pretty good, too.
I agree that in the right circumstances, AGG can be very powerful. Early in the game, 60 hammers for a barracks is kind of a lot, so saving 30 hammers there is a nice boost. It's basically enough to give you one extra axeman per city. And then those double-promoted axes can really dominate any non-AGG axe in open terrain. march over to their copper, pillage/take the city, and you're well on your way to winning an early war.
The problem is that it's so specific. It feels like a trait designed for just one strategy: the axe rush. And you can't always axe rush. You need at the minimum:
-copper (or *maybe* iron)
-a nearby neighbor
-that neighbor can't build too many units
-a little bit of luck with the combat dice rolls, or at least not too much bad luck
Without all that, the axe rush doesn't work, and then what does AGG give you? Later in the game a 30 hammer savings is not worth much, and I don't think a combat 1 promo on gunpowder units really helps much either (by that point it's more about tech advantage/numbers/collateral more than promos). And of course some units, like mounted, don't benefit from AGG at all...
Overall playing AGG feels like I have 50% chance of getting a good trait, and 50% chance of it being worthless. Plus, axe-rushing just isn't fun for me anymore. That's why I just can't rate it too highly. I guess it does give you a little help early on against barbs, but not as much as just... building an extra warrior with the help from an economic trait.
From a somewhat different angle, I'd say the traits I least want to see in my neighbors are AGG, CRE, and PRO. AGG and PRO because they make them more difficult to fight against, and CRE because it makes them more annoying during peacetime (and even, to some extent, during war). The weird thing about PRO is that, while most people, myself included, seem to agree that it's a weak trait for human players, it can be a very annoying trait in AIs. That is, it can make them a lot more annoying than they would be without it.
Totally agree with this. PRO is not designed for humans, it's for the AI. It perfectly synchronizes with their main strategy of "pile up longbows in every city, sit passively and do nothing while my insane AI bonuses carry the game for me." If you watch Sullla's AI survivor games, you can really see how much the AI gains from being able to defend their cities with PRO, instead of randomly losing them to barbs or a sudden surprise attack. It almost feels like it should be in a special category where it only benefits the AI.