On lower diffs Religious is much less useful and the rankings change between the low and high diffs. Here are my rankings for Emperor level I play on.
1=Religious (Anarchy now 2 turns instead of 1 turn but still better than 7-9 turns). Cheap temples and cathedrals are a big plus on the high diff levels.
1=Seafaring (Alphabet, early contacts, can cross ocean successfully even in curoghs most the time. I usually have all the civs contacted and w/embassies by the mid-ancient age if I'm lucky). I have become addicted to this trait and I play island maps so it is great. Ealry contacts and trading on high levels is indispensable. Also the beeline to CoL, then Philosophy, Early Republic for free. This trait fits my playstyle perfectly.
2. Scientific. SGLs are good and I just love having the tech lead this and seafaring are a powerful combo. Agricultural might be better but I personally love cheap libraries, universities and a free tech each age.
3. Agricultural (Growth=Power and I love cheap aqueducts).
4. Industrius (workers nerfed +50% instead of +100%, no bonus to slaves, it drops. I tend to get by without Industrious well and usually struggle to find jobs for my NON industrious workers by the mid-middle ages).
5. Militaristic (I tend to get plenty of MGLs without it, cheap barracks are nice but Sun Tzu's can be had with an SGL). That said, It's a decent trait and many Elite Units never hurts.
6. Commercial (It's not powerful until the very late game by that time the game has been won or lost). It starts with Alphabet but so does Seafaring which is a way better choice. Still Alphabet at start makes it a decent trait.
7. Expansionist (Map dependent, # of opponent dependent, I never liked it on the standard archpelago maps with max civs I always play on). The fact it is not useful on many types of maps and settings makes it a bad trait IMO. Can be great on certain maps and diff levels though.
1=Religious (Anarchy now 2 turns instead of 1 turn but still better than 7-9 turns). Cheap temples and cathedrals are a big plus on the high diff levels.
1=Seafaring (Alphabet, early contacts, can cross ocean successfully even in curoghs most the time. I usually have all the civs contacted and w/embassies by the mid-ancient age if I'm lucky). I have become addicted to this trait and I play island maps so it is great. Ealry contacts and trading on high levels is indispensable. Also the beeline to CoL, then Philosophy, Early Republic for free. This trait fits my playstyle perfectly.
2. Scientific. SGLs are good and I just love having the tech lead this and seafaring are a powerful combo. Agricultural might be better but I personally love cheap libraries, universities and a free tech each age.
3. Agricultural (Growth=Power and I love cheap aqueducts).
4. Industrius (workers nerfed +50% instead of +100%, no bonus to slaves, it drops. I tend to get by without Industrious well and usually struggle to find jobs for my NON industrious workers by the mid-middle ages).
5. Militaristic (I tend to get plenty of MGLs without it, cheap barracks are nice but Sun Tzu's can be had with an SGL). That said, It's a decent trait and many Elite Units never hurts.
6. Commercial (It's not powerful until the very late game by that time the game has been won or lost). It starts with Alphabet but so does Seafaring which is a way better choice. Still Alphabet at start makes it a decent trait.
7. Expansionist (Map dependent, # of opponent dependent, I never liked it on the standard archpelago maps with max civs I always play on). The fact it is not useful on many types of maps and settings makes it a bad trait IMO. Can be great on certain maps and diff levels though.