Note that every ability gets a free early tech, so there is little difference there unless you must have that one. Here's my take on the effects:
Military: 1. "reduced ... improvement costs" is this upgrades, ala SMAC (goodbye Leonardo's Workshop) or less costly barracks, coastal fortress? in any case this just reduces costs 2. "promotions more likely" - in Civ II, barracks or Sun Tzu were important because of big difference for veteran units. In SMAC, elite status was not as big a jump, although units gained a movement point. Summary: less costly to upgrade. timeframe: throughout. <IMG SRC="http://forums.civfanatics.com/ubb/grad.gif" border=0>score: 5
Commercial: 1. "extra commerce in city center" improves money/science/luxuries, better with more cities, small impact for large cities 2. "lower corruption" usually not a factor in civ 2 unless really far-flung with bad government. Summary: more stuff if lots of cities. timeframe: mostly mid-game. <IMG SRC="http://forums.civfanatics.com/ubb/grad.gif" border=0>score: 3
Expansion 1. "better stuff from villages" only early game advantage 2. "start with scout" same thing. Summary: if anything but "villages only" option selected, this is a very weak combination. timeframe: just early game. <IMG SRC="http://forums.civfanatics.com/ubb/grad.gif" border=0>score: 3
Science: 1. "free random tech at beginning of each new era" with 4(?) eras this is civ2 philosophy+darwin's voyage+1 additional tech, this is big! <IMG SRC="http://forums.civfanatics.com/ubb/cool.gif" border=0> 2. "reduced science improvement costs" this, along with military and religion #1, suggests less costly library, university, research lab (why doesn't commercial have less costly marketplace, bank?) Summary: this one looks big to me. timeframe: throughout. <IMG SRC="http://forums.civfanatics.com/ubb/grad.gif" border=0>score: 7
Religious: 1. "reduce cost for buildings" like previous 2. "no anarchy between governments" like statue of liberty, which I used to get to fundamentalism quick or return to democracy after missing a city in revolt 2 turns. Summary: less costly to keep people happy. timeframe: throughout. <IMG SRC="http://forums.civfanatics.com/ubb/grad.gif" border=0>score: 5
Industrious: 1. "workers work faster" this could be big, depends on how much 2. "extra production in city center" like commerce 1, depends on number of cities. Summary: more stuff if lots of cities. timeframe: throughout. <IMG SRC="http://forums.civfanatics.com/ubb/grad.gif" border=0>score: 6
So, it looks like the Chinese for me, or maybe the Babylonians or the homemade militaristic/scientific civ.
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<FONT COLOR="blue"><FONT size="4">Phorever</FONT c><FONT COLOR="orange">Phalanx</FONT c></FONT s>
<FONT size="2">"If you will not fight for right when you can easily win without bloodshed; if you will not fight when your victory is sure and not too costly; you may come to the moment when you will have to fight with all the odds against you and only a precarious chance of survival. There may even be a worse case. You may have to fight when there is no hope of victory, because it is better to perish than to live as slaves." Winston Churchill</FONT s>
[This message has been edited by Phorever Phalanx (edited August 15, 2001).]