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I find myself not picking traders, clerics and even riders way more often, but I should probably take more time learning how to use them properly. Should I be importing horses more often? I don't think I ever did that even once. These threads are making me second guess myself.
Well hunters are funny. With camps, you're definitely right in that a handful of them can be extremely powerful. I just never seem to ger lucky with Hunter civilisations. Their bonuses aside from camps are a bit average (Sentinel is useful, but I'd much prefer an attack oriented bonus) and their founding bonus of some extra resources is hardly top-tier compared to the free advisors or techs that other families give. Traders are in a similar position - with a few nets and specialists they can be extremely good, otherwise very average.
Not that keen on Artisans. +4 culture is a bit of a help to get started but quickly is just a minor boost. Bonus output is only marginal and, many games, metal and lumber are not really a problem. They get Schemers as a trait and that seems to have a lot of negative events. +10 opinion from Amphitheatres is nice but not much else opinion wise.
Traders, Hunters, Champions, Riders, are quite dependent on what the map has (or has not) which means they are kind of dependent on what you have explored when you pick them.
Metal is usually not a problem, but lumber can be in my experience. Cheaper ships and siege units can be a big one, too - but yeah it's a nerf from the days they got the Ingenuity bonus.
Statesmen are good, but they're also not what they were in their glory days. Still, yeah, them and Landowners probably overall the strongest, but every family can shine depending on the settings. Raging Barbarians? Champions. Islands? Artisans, Traders. Desert? Clerics, Riders.
I think the most fun way is to pick the families that are best for your starting situation - it's usually a pretty good choice anyway, since that early advantage snowballs - and then adjust your strategy to make the most of that.
I wouldn't say traders are the best, but certainly not one of the weaker ones IMO.
I don't build a lot of roads. Usually have better things to do that Caravans for a while.
Caravans are one of the most powerful units, though. I could never have too many Caravans. The big money, the good will, and often enough squeezed out of someone who really does not want to give you that stuff just because you've sent them Robin Williams on a camel.
Depends on your map. Usually though I play on larger maps which means, early, other nations are a distance away and there can be barbarians between. Once there are safe routes then caravans are very nice.
I take Traders with Hatti every time as you need Diplomat midgame, and they are the only family that has a decent chance of producing them. Hatti doesn't have Hunters or I might include them there.
But I generally usually play with Hunters also, it really depends on if I have a lot of camps, and do I have any other families producing training. Have to have one if not two.
I think the ranged Sentinel is nice also, and the plus 50 stone, ore, food at high difficulty is almost a necessity.
It's a massively versatile family. Very much a jack of all trades. The rate at which you could churn out miners actually means you could turn any landowners city into a decent military hub very quickly if you need it.
Traders is insanely strong if you have the right site for it; even without it, you get access to an elder specialist right away which I will almost certainly rush out as soon as the city hits developing culture.
Centralization as a law is 400 civics for 2-6 science in the first half of the game; an elder shopkeeper gives you just as much as that, plus way more of a return on the investment so it's one of the best things you could dump civics on in an early rush IMO.
Clerics is an obvious powerhouse. Each city having access to monestaries early is a huge boost in science, and monks are an amazing specialist when upgraded.