Have to start this outside of the OP due to character length. Will just smatter these throughout the thread as I get them written up.
- Work In Progress
Washington - America
UA : Manifest Destiny ( All Land units have +1 sight. 50% discount when buying tiles)
UU : Minuteman (Musket replacement, comes with Drill I and moves freely through terrain at 1 movement cost)
UU : B-17 (comes with Evasion and Siege I and 5 extra combat power right off bat)
America is the very definition of a middling original Civilization. At first glance you might dismiss America as a worse Shoshone, that's not the case. Washington's UA allows the early warrior to get ruins pretty effectively, and lets scouts really bust the fog and find city states first for cash as well as finding ruins and good places for cities. Once you found your cities, you can then buy the hills that the city border expansion avoids for cheap or aggressively buy out a set of tiles to get a luxury three tiles away or to just get a couple of fish and rush buy a lighthouse for lightning fast growth. The lump sum trading changes in BNW hit America pretty hard, but his playstyle is relatively unchanged.
Minutemen are actually terrific units for siege in the early Renassiance era as they are very durable and can easily be retreated and replaced through any terrain due to their movement bonuses. It seems like a small benefit but I have had tremendous success with them on both Immortal and Deity as a backbone unit alongside ranged and some siege to soak damage from defenders and not lose units (the goal of any war in Civ 5).
B-17s come out of the gate with Siege I, so you can go Siege 2 and right to the extremely powerful air repair with just a couple of experience buildings. Generally if I am massing bombers I am going to have Autocracy and have discount to the rush buys, so you can just rush by air repair bombers and that is the best way to clean out 1000+ hammers per turn worth of units that the AI can mass at you at the endgame (well, before nukes, but still). It's not a bad unit but like the minuteman isn't gamebreaking.
2/5 Stars
Arabia
UA: Ships of the Desert : Caravans gain 50% extended range. Your trade routes spread the home city's religion twice as effectively. oil Oil resources are doubled.
UB: Bazaar (gain an extra copy of any luxury worked by this city. +2 gold and 25% gold in this city. Replaces Market)
UA: Camel Archers (Ranged mounted unit, 4 movement speed, 21 ranged damage, can move after combat. Replaces Knight)
Special Note : Desert start bias
One of the best all around Civs, and in BNW Harun's Arabia is still extremely powerful. Extended range Caravans let you get foreign trade routes early for more cash, but most importantly it dose so by letting you centralize your caravans all out of the same city, which is extremely helpful for the purposes of city specialization (only need one bank in the capital) and works well with the Commerce opener. The religious spread is a minor thing and will not have very large impact without additional effort to spread the religion around. Arabia's desert bias makes for an easy religion with the Desert Folklore pantheon, and it is suggested that you pair that with Tithe , one of Mosques/Pagodas, and with Guruship (if going wide) or Religious Community (if going tall) for the extra overall output to make your cities more productive.
The Bazaar is just as crazy awesome as ever, providing the ability to turn any luxury into more money-it effectively turns luxury tiles into producing 6-8 extra GPT if you can trade the surplus on top of giving the city 25% more gold and providing and extra base 1 gold over a standard market. Camel Archers are also still almost a guaranteed kill of a neighbour if you prepare the timing push for them correctly-you will build chariot archers, not archers, and then go to Education, doubling back to Chivalry (or stealing it) afterwards. Then you can mass upgrade and just go kill someone. Horse archers are totally unfair units that should be abused whenever you play Arabia, as they can get in range of a city/unit, shoot for good damage, then back out.
Arabia is one of the few Civs I can understand opening liberty if the land is good because of how good the Bazaar is when you have a wide variety of luxuries in your area and how well getting ready for conquest five cities are at producing 8-9 chariot archers. I still like Tradition more if you don't have a variety of luxuries as you get to Chivalry faster, but especially on Immortal and below the Liberty finisher can get you Petra usually, which is generally GG if you have enough hills or oasis nearby (some improved Petra tiles-notably most irrigated hills, sheep, incense, and other tiles- are busted in half with their yields).
4.5/5 Stars
Austria
UA: Diplomatic Marriage : Can spend gold Gold to annex or puppet a City-State that has been your ally for 5 turns.
UU: Hussar (Cavalry replacement that is completely unremarkable)
UB: Coffee House ( Windmill replacement that gives +25% GP growth and +2 hammers/5% production)
Maria Theresa is, like other Civs that played well into a strong early Tradition opening in G&K, brought down a slight notch in BNW's early game due to the slower speed of development of empires in the expansion. There is a new tension between city growth and money that exists with Caravan and especially Cargo Ship usage that hits all Civs that want to start slow and grow tall. Not much else has changed about her playstyle, and I encourage working with nearby city states until your immediate land is developed and then "expanding" to nearby city states to gain their armies to help you wipe out neighbours. City-state armies can be no joke, and the city you get through marriage that late in the game comes with a huge pile of population and with almost all of the buildings you need. Perfect for any victory condition.
Coffee Houses are much better in BNW-the addition of the guilds and the separate growing cost tracks for Great Artists/Writers/Musicians vs. the normal Great Person cost track really help her play a tall, peaceful culture game where you slowly buy out nearby city states as a means of containers for extra great works and artifacts in the later game. I still like the Tradition/2 points Patronage for Consulates/Rationalism right side into ideology for her-safe and standard build. Religion is something you approach out of opportunity with Theresa-if you think you can get Stonehenge, hae a religious natural wonder nearby you can settle near early, or have terrain that plays well into a pantheon, go for it. Try to get Tithe and spread it around so you can have more cash to buy out city states sooner and get some happiness perks so that you can hang on to growth through the population spurts that come with buying out a CS.
4/5 Stars
Babylon
UA: Ingenuity Receive free Great Scientist when you discover Writing. Earn Great Scientists 50% faster.
UU: Bowman : Replaces Archer, has higher ranged combat and defense.
UB: Walls of Babylon
Everyone's favorite tech victory beast returns in BNW and he's actually nastier than ever. Babylon has always been a Civ with a linear strategy-build a tall empire, turn Babylon into a huge academy farm, launch spaceship in the mid 200s and completely clock the AI's tech rate. BNW's cargo ship/caravan changes have huge ramifications for Babylon, as you can force feed the capital to grow into absurd sizes quickly. It comes at the expense of income, but that's not terribly a downer for Babylon-they never want to build more units than they need, and eventually you will get enough trade routes to bring in some solid income while feeding Bablyon all game (which you will do).
Babylon does come out the gate a bit slower due to the lump sum trading changes, but not too much. I recommend going three city tradition into National College, and force feed Babylon early at the expense of the other cities as much as possible after the first caravan runs are done (which will feed your nearby cities you just founded). Your capital will explode and the game literally almost plays itself from there on out. You want to try to at least secure nuclear weapons or two as the game winds down so that the opposing ideology AIs don't fuck with you while your build your spaceship parts.
I don't ever go religion w/ Babylon unless it just lands in my lap, but if you have non-religious neighbors getting Fertility Rites off one Shrine is the bees knees.
5/5 Stars - TOP 5 CIV, best for tech victory.
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As always if you have questions about a Civ, feel free to ask in the thread.