Actually the creative trait is not very useful at all for obtaining a culture victory. This is because +2 culture in your three chosen cities over the course of an entire game only comes out to a very small amount of culture when you need 50,000 points in a city.drkodos said:Although your language is a bit terse for most, you have some type of point here. Creative is a very strong early if used correctly and becomes weaker over the time of a game.
However, if one likes getting CULTURAL victories, it is a very useful trait. I am not sure it ever becomes a waste, unless the human player wastes it.
Some people actually like playing the game out into the modern ages. I enjoy playing the CREATIVE trait and going for synergies with certain Wonders (sistine Chapel/Hollywood/Rock & Roll etc) and Cathedrals.
It's all about playing style. Some people only have one (or maybe two) styles they use. Some of us like sampling everything at the buffet.
That +2 is equivalent to an extra monastery. Meanwhile philosophical allows you to get more Great Artists for culture bombing or super specialists. Financial allows you to get more commerce, as the fastest way to pile up culture is through use of the culture slider and stopping research. Industrious allows you to grab useful wonders that contribute culture.
The creative traits is most advantagous in the early game when there is less religion and cultural buildings. It allows you to more land without wasting hammers on early culture builders. So I find creative most useful as a warmonger (don't you hate it when you can't use half a conquered cities tiles) or as any non-religous peaceful opening.
The synergy of creative and late game cultural improvements is an illusion. With the many religious buildings and +50% cultural modifiers the +2's relative effect becomes less and less. Creative is an early game trait.