Lexicus
Deity
I voted no least favorite, but if I had to pick it would be financial...damn money-grubbing wusses...
Why does everybody hate protective it's great if your the native americans or if you have raging barbs on. I voted philosophical because it just doesn't fit my playing style. It's amazing for specialist economies though.
Imperialistic is useless. It's settler bonus sucks and half the time is useless because you're building your settlers with food surplus, which imperialistic doesn't boost. it only boosts hammers. As a military trait, it's far behind aggressive and charismatic, imo. i'd even rather have protective post-gunpowder.
Good for maintenance and on BTS courthouses give you extra espionage points. The first thing I build in a captured city - after the era when I can build Walls - is a CH and they are useful with the EPs even after you get State Property.Organized... so boring.
Less Civic upkeep cost? Yawn.
Courthouses? Necessary but yawn.
Lighthouses? Probably the best feature.
Factories? Completely unnecessary as for this trait and too late.
Yes, it's a good, strong trait but boring. I never play Organized leaders.
I guess I whore the AP too much. This opens things like religion swapping mid-build to switch what religion you're building the AP under. Civic swaps for diplomacy are painless too. Cheap temples have terrific synergy with this.
I don't use obscene micromanagement (I'm one of the faster players on the forums when it comes to game times), but I seem to do well in my games with spiritual leaders. It's fun to pop into vassalage while massing units then back to bureaucracy...or going serfdom when I don't need slavery for faster improvements. Police State late game for unit crank, theology vs OR vs Pacifism depending on need...turns of anarchy add up.
Does this make it a top trait? Who knows. I really like it for its convenience factor and its synergy with my tendencies. Regardless, it certainly isn't the WORST trait. Drill is a pretty weak free promo until gunpowder tech advantage (unless you play on easy sauce difficulties where you can bring oracled xbows vs classical defenders for hundreds of turns I guess, but IMO only China can really take extreme advantage of this).
GG's rock though. I'd say Charismatic > Imperialistic > Aggressive > Protective for military traits.
EXP is very underrated. Personally, I see it as a license to build off of Fresh Water if the spot is good. Its also extremely helpful later in the game, when you start seeing a lot more pollution from buildings and such.I would say expansive, I just never use it.
The worker boost is ok and so is the 2 extra health but it just isn't important to me in the long run.
You know, I'd be interested to see everyone who gives an opinion state the difficulty they play on too. I'd imagine that certain traits are more popular on lower difficulties, and certain on higher.