I agree about Russia, they can be very powerful civ if start is right... but if you're unlucky to get iron or horses, you're done... and it happens to me more often then you might think. I never get Iron with JAPAN! :angry: Krepost should be changed tho, it was effective in vanilla and GnK when you were allowed to go super wide (it also made their UA terrific) so Krepost allowed you to snatch land more quickly without having to build cultural buildings in every city. (Krepost worked well with Liberty)... but now, Krepost isn't that great, since you'll have fewer cities and you'll grab the land anyway.
Byzantium... they are fun to play. Sure, on HD it makes it harder to make powerful religion, but you can grab extra belief that suits you. You can even take another pantheon (like +1 faith\culture from silver and gold, with +2 faith from quarries, which will make your FpT really high), plus one you get from Piety policy, which makes their religion very strong (or you can pick Defenders of Faith or Just War, depending on how you are willing to play). I find that founder believes aren't that great (2-3 are good, rest are situational and there's not much of variety compared to pantheons). Pantheons are much better and more useful.
America- 14
Arabia- 20
Assyria- 20
Austria- 22
Aztec- 15 -
Babylon- 22
Brazil- 9
Byzantium- 14
Carthage- 20
Celts- 18
China- 22
Dutch- 20
Egypt- 15
England- 23
Ethiopia- 21
Germany- 23
Greece- 20
Huns- 20
Inca- 22
India- 11
Indonesia- 19
Iroquois- 14
Japan- 17
Korea- 21
Maya- 20
Mongols- 20
Morocco- 17
Ottoman- 20
Persia- 20
Poland- 23
Polynesia- 17
Portugal- 20
Rome- 21
Russia- 16
Shoshone- 20
Siam- 22
Songhai- 21
Spain- 19
Sweden- 22
Venice- 9
Zulu- 21
America - 3 ... sorry, but George is just boring. UA is meh, altho I like +1 sight for land units (makes scouting in early games much easier). Minuteman is meh, and their Bombers, while good (two free promotion, yes, please!) you'll get them way too late in the game, when they aren't that much important. By the time you finally get them, you'll either have highly promoted GWB or enough ground units to deal with AIs, so meeh.
Venice +1 -
Venice is awesome if you know how to play it. Use first 2-3 Merchants to buy good coastal CS, rush buy granaries, then use first two sea trade routes to supply Venice with food. It will grow really fast, and you'll have enough sea trade routes to have steady income. By the end of the game, you'll have 14 TR you can use to get huge GPT. Finish Commerce, then send any Merchant you get to do trade mission. MoV gives higher amount of gold, plus double from complete Commerce. With those guys and TR, you'll have enough gold to buy up any CS and control World Congress. In other words, you'll dictate the game. Just stay away from direct battles and let other AI do your dirty work.
You'll have enough gold to bribe any warmongering AI and keep him busy from focusing on you. Venice is also OOC, so any National Wonder is easily made, and you'll usually have enough production to snatch few WW (it's coastal, so there's chance to get some sea luxuries + fish, just pick +1 production from fishing boats to snatch Great Lighthouse or Colossus)