Kaspergm you make a good point on Caroleans. Anyone experienced the Pathfinder unit of the Shoshone Civ? Cause his abilities sound pretty good.
As long as you have ruins turned on it's OP, but i play most of my multiplayer games without ruins.
It costs a bit more hammers, so popping out two of them at start might set you back at granary/library/whatever you're planning to build, BUT you get one of these guys instead of the standard warrior.
In case if you find a ruin a screen pops up which reveals you all the optional lucky findings. After you picked one, there is a short delay on that specific type of bonus, so you cannot pile up e.g. culture every time you find something. One more thing, to be able to choose faith points as a bonus, you will need pottery researched previously.
In combat the pathfinder has similar performance as the good ol' warrior, so in the early years you don't have to worry about losing your PFs as much as you do when you roll with normal scouts.
The other UU isn't extraordinary, it is a basic cavalry with an extra movement or whatever. It does the job, but do not expect too much.
One more thing. The UA not just gives you extra land, but you also get 15% combat bonus inside your own territory. Perfect civ for turtling up and/or if you're planning to bring your own borders near the enemies'. Pick order's patriotic war (or something like that, also gives you a combat bonus % in friendly territory), plus if you can pick the Defenders of the Faith belief - in multi you might also wanna get the Himeji Castle, and after that all you have to do is to bomb the sh*t out of your opponent's units, cities, whatever you can see - while you're standing on your own ground. Keep his towns as puppets, and pave your own black-n-blue highway 'til you reach his capital.
Epic civ if you prefer/enjoy trench-warfare situations.