DWilson
Where am I? What turn is it?
This thread is moderator approved.
It's time for a new Elimination Game, and in this thread we will be focusing upon Civilization Unique Abilities. This was, as far as I can tell, last done before the release of Gathering Storm. An expansion and some patching later, I think we are ready to reconsider our previous reasonings. Let us each explain why one ability is better than all the others to you, and why everyone else is wrong.
Rules
S-Tier
1.
Maori - Mana
2.
Greece - Plato's Republic
3.
Kongo - Nkisi
4.
Aztec - Legend of the Five Suns
5.
Russia - Mother Russia
6. Japan - Meiji Restoration
7. Australia - Land Down Under
A-Tier
8. Scotland - Scottish Enlightenment
9. Mongolia - Örtöö
10. Netherlands - Grote Rivieren
11. The Ottomans - Great Turkish Bombard
12. Brazil - Amazon
13. England - Workshop of the World
14. Zulu - Isibongo
B-Tier
15. Hungary - Pearl of the Danube
16. Scythia - People of the Steppe
17. Nubia - Ta-Seti
18. Mali - Songs of the Jeli
19. Egypt - Iteru
20. Sweden - Nobel Prize
21. Germany - Free Imperial Cities
C-Tier
22. Inca - Mit'a
23. Poland - Golden Liberty
24. Rome - All Roads Lead To Rome
25. Sumeria - Epic Quest
26. Canada - Four Faces of Peace
27. Macedon - Hellenistic Fusion
28. Cree - Nihithaw
D-Tier
29. America - Founding Fathers
30. Arabia - The Last Prophet
31. Indonesia - Great Nusantara
32. Persia - Satrapies
33. Mapuche - Toqui
34. Phoenicia - Mediterranean Colonies
35. China - Dynastic Cycle
E-Tier
36. Norway - Knarr
37. Georgia - Strength In Unity
38. Spain - Treasure Fleet
39. Korea - Three Kingdoms
40. France - Grand Tour
41. India - Dharma
42. Khmer - Grand Barays
Civilization Unique Abilites
America - Founding Fathers: All Diplomatic policy slots in the current government are converted to Wildcard policy slots. Gains +1 diplomatic favor per turn for every Wildcard slot in their government.
Arabia - The Last Prophet: Automatically receives the final Great Prophet when the next-to-last one is claimed (if one has not been earned already). +1 Science per foreign city following Arabia's Religion.
Australia - Land Down Under: +3 Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campuses, Commercial Hubs, Holy Sites, and Theater Squares gain +1 to their yields in tiles with Charming Appeal, and +3 with Breathtaking Appeal.
Aztec - Legend of the Five Suns: Can spend Builder charges to complete 20% of a district's Production cost.
Brazil - Amazon: Rainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts, and provide +1 Appeal to adjacent tiles, instead of the usual -1.
Canada - Four Faces of Peace: Cannot declare Surprise Wars or war on City-States. Surprise Wars cannot be declared on Canada. For every 100 Tourism earned, gain 1 Diplomatic Favor. +100% Diplomatic Favor gained from successfully completing Emergencies or Scored Competitions.
China - Dynastic Cycle: Eurekas and Inspirations provide an extra 10% of the cost for researching technologies and civics.
Cree - Nihithaw: Gains +1 Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves into them.
Egypt - Iteru: +15% Production towards districts and wonders if placed next to a River. Floodplains do not block placement of districts and wonders. Districts, improvements, and units are immune to damage from floods.
England - Workshop of the World:
Iron and Coal Mines accumulate 2 more resources per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when Powered receive +4 of that yield. +20% production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10.
France - Grand Tour: +20% Production towards Medieval, Renaissance, and Industrial Wonders. Double Tourism from Wonders of any era.
Georgia - Strength In Unity: When making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus.
Germany - Free Imperial Cities: Each city can build one more district than the population level would normally allow.
Greece - Plato's Republic: Gain an additional Wildcard policy slot in all Governments.
Hungary - Pearl of the Danube: +50% Production for districts and buildings built across a river from a City Center.
Inca - Mit'a: Citizens may work Mountain tiles. Mountain tiles provide +2 Production, and +1 Food per adjacent Terrace Farm.
India - Dharma: Receive the Follower Beliefs of all religions that have at least one follower in a city, not just the majority religion. Cities receive +1 Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Routes.
Indonesia - Great Nusantara: Coast and Lake tiles provide a +0.5 adjacency bonus for Holy Sites, Campuses, Industrial Zones, and Theater Squares. Entertainment Complexes adjacent to Coast or Lake tiles provide +1 Amenity.
Japan - Meiji Restoration: Districts receive a +1 adjacency bonus for each adjacent district, instead of +0.5.
Khmer - Grand Barays: Cities with an Aqueduct gain +3 Faith and +1 Amenity. Farms receive +2 Food if adjacent to an Aqueduct.
Kongo - Nkisi: Relics, Artifacts and Sculptures provide +2 Food, +2 Production, and +4 Gold. The Palace has four extra slots for Great Works. Receive +50% Great Writer, Great Artist, Great Musician, and Great Merchant points from all sources.
Korea - Three Kingdoms: Farms receive +1 Food and Mines receive +1 Science if adjacent to a Seowon.
Macedon - Hellenestic Fusion: Conquering a city grants a free Eureka for each Encampment or Campus in the conquered city and a free Inspiration for each Holy Site or Theater Square.
Mali - Songs of the Jeli: City Centers receive +1 Faith and +1 for every adjacent Desert and Desert Hills tile. Mines receive -1 Production and +4 Gold. May purchase Commercial Hub buildings with Faith. -30% Production towards buildings and units.
Maori - Mana: Starts the game with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. Embarked units gain +5 Combat Strength and +2 Movement. Unimproved Woods and Rainforest provide +1 Production, increased to +2 with Conservation. Fishing Boats provide +1 Food. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writers cannot be earned.
Mapuche - Toqui: All units trained in cities with an established Governor gain +25% combat experience. +10 Combat Strength bonus against civilizations that are in a Golden Age.
Mongolia - Ortoo: Sending a Trade Route immediately creates a Trading Post in the destination city, instead of when the Trade Route is finished. Gains an extra level of Diplomatic Visibility with civilizations they have a Trading Post with. Mongolian Units receive +6 Combat Strength for each level of Diplomatic Visibility they have over their opponents, instead of the usual +3.
Netherlands - Grote Riverien: Rivers provide a +2 adjacency bonus for Campuses, Theater Squares, and Industrial Zones. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles. +50% Production toward the Dam district and Flood Barrier building.
Norway - Knarr: Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Movement costs to embark or disembark. Naval melee units can heal in neutral territory.
Nubia - Ta-Seti: +50% Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production for Mines over strategic resources, and +2 Gold for Mines over bonus and luxury resources.
The Ottomans - Great Turkish Bombard: +50% Production toward Siege units. Siege units gain +5 Combat Strength when attacking defensible districts. Conquering a city doesn't cause that city to lose Population. +1 Amenity and +4 Loyalty per turn for cities not founded by the Ottomans.
Persia - Satrapies: Gains +1 Trade Route capacity with Political Philosophy. Internal Trade Routes provide +2 Gold and +1 Culture. Roads built in Persian territory are one level more advanced than usual.
Phoenicia - Mediterranean Colonies: Starts with the Eureka for Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital always have full Loyalty. Settlers receive +2 Movement and sight radius while embarked, and pay no Movement costs to embark or disembark.
Poland - Golden Liberty: Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military policy slot in all governments is converted into a Wildcard policy slot.
Rome - All Roads Lead To Rome: Founded or conquered cities start with a Trading Post and, if within Trade Route range of your Capital, a road to it. Your Trade Routes generate +1 Gold for each Roman Trading Post they pass through.
Russia - Mother Russia: Founded cities start with eight additional tiles. Tundra tiles provide +1 Faith and +1 Production, in addition to their usual yields. Units are immune to Blizzards. Units of civilizations who are at war with Russia take 100% extra damage from Blizzards while in Russian territory.
Scotland - Scottish Enlightenment: Happy cities gain +5% Science and +5% Production, and generate +1 Great Scientist points in their Campuses and +1 Great Engineer points in their Industrial Zones. Ecstatic cities double these bonuses.
Scythia - People of the Steppe: Building a light cavalry unit or Saka Horse Archer grants a free second copy of that unit
Spain - Treasure Fleet: May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes between cities on different continents grant +1 Food and +1 Production for internal Trade Routes, and +6 Gold for international Trade Routes. +2 Loyalty per turn for cities with a Mission improvement adjacent to the City Center and not on your original Capital's continent.
Sumeria - Epic Quest: Capturing a Barbarian Outpost also grants a Tribal Village reward. May levy city-state units at 50% of the usual Gold cost.
Sweden - Nobel Prize: Gains 50 Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer points from Factories and +1 Great Scientist points from Universities. Sweden's presence in the game adds three unique World Congress competitions in the Industrial Era.
Zulu - Isibongo: Conquering a city will upgrade the conquering unit into a Corps or Army, if the proper civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 Loyalty per turn if the garrisoned unit is a Corps or Army.
(Please let me know if I have missed any patch changes)
Starting Score
America - Founding Fathers: (20)
Arabia - The Last Prophet: (20)
Australia - Land Down Under: (20)
Aztec - Legend of the Five Suns: (20)
Brazil - Amazon: (20)
Canada - Four Faces of Peace (20)
China - Dynastic Cycle: (20)
Cree - Nihithaw: (20)
Egypt - Iteru: (20
England - Workshop of the World (20)
France - Grand Tour: (20)
Georgia - Strength In Unity: (20)
Germany - Free Imperial Cities: (20)
Greece - Plato's Republic: (20)
Hungary - Pearl of the Danube: (20)
Inca - Mit'a (20)
India - Dharma: (20)
Indonesia - Great Nusantara: (20)
Japan - Meiji Restoration: (20)
Khmer - Grand Barays: (20)
Kongo - Nkisi: (20)
Korea - Three Kingdoms: (20)
Macedon - Hellenestic Fusion: (20)
Mali - Songs of the Jeli: (20)
Maori - Mana: (20)
Mapuche - Toqui: (20)
Mongolia - Ortoo: (20)
Netherlands - Grote Riverien: (20)
Norway - Knarr: (20)
Nubia - Ta-Seti: (20)
The Ottomans - Great Turkish Bombard: (20)
Persia - Satrapies: (20)
Phoenicia - Mediterranean Colonies: (20)
Poland - Golden Liberty: (20)
Rome - All Roads Lead To Rome: (20)
Russia - Mother Russia: (20)
Scotland - Scottish Enlightenment: (20)
Scythia - People of the Steppe: (20)
Spain - Treasure Fleet: (20)
Sumeria - Epic Quest: (20)
Sweden - Nobel Prize: (20)
Zulu - Isibongo: (20)
It's time for a new Elimination Game, and in this thread we will be focusing upon Civilization Unique Abilities. This was, as far as I can tell, last done before the release of Gathering Storm. An expansion and some patching later, I think we are ready to reconsider our previous reasonings. Let us each explain why one ability is better than all the others to you, and why everyone else is wrong.
Rules
- Only the Civilization Unique Ability is included for consideration. You can vote based on value, strength, uniqueness, fun, etc. This means not the Leader Unique Ability, the Unique Infrastructure, or the Unique Unit. (If the ability effects another unique, you can consider it in terms of synergy with the civ and your likelihood of benefitting, but not in terms of other bonuses. So, as an example, you can consider how the Three Kingdoms effects Campus placement, how Korea is likely to want to use campuses more frequently, but not the bonuses of the Seowon itself. For the Inca, consider only the added bonuses to mountains and positioning considerations, not the Terrace Farm tile itself).
- We are only considering the benefits within the Gathering Storm ruleset- because we cannot compare Gathering Storm civilizations to other ability variations in a game, those abilities cannot be fairly compared. To date, Gathering Storm is the most complete variation of Civ VI. That said, on it we shall base our considerations.
- Vote based on current effect. Is it broken? Intended function doesn't count. Is it working better than it should? You can reward that until Firaxis decides to change it.
- Vote roughly once per 24 hours. Voting significantly earlier must be explained.
- Add one point to an ability, and take away three from a single different ability.
- You must give a reason. Posts without reason will not be counted until a reason will be added.
- Voting for the same ability several times is not forbidden, however try to spread your votes around and be fair in your assessments.
- Delete the previous voters comments, and indicate your comments in some way (bold, italicize, color, something that will draw attention)
S-Tier
1.

2.

3.

4.

5.

6. Japan - Meiji Restoration
7. Australia - Land Down Under
A-Tier
8. Scotland - Scottish Enlightenment
9. Mongolia - Örtöö
10. Netherlands - Grote Rivieren
11. The Ottomans - Great Turkish Bombard
12. Brazil - Amazon
13. England - Workshop of the World
14. Zulu - Isibongo
B-Tier
15. Hungary - Pearl of the Danube
16. Scythia - People of the Steppe
17. Nubia - Ta-Seti
18. Mali - Songs of the Jeli
19. Egypt - Iteru
20. Sweden - Nobel Prize
21. Germany - Free Imperial Cities
C-Tier
22. Inca - Mit'a
23. Poland - Golden Liberty
24. Rome - All Roads Lead To Rome
25. Sumeria - Epic Quest
26. Canada - Four Faces of Peace
27. Macedon - Hellenistic Fusion
28. Cree - Nihithaw
D-Tier
29. America - Founding Fathers
30. Arabia - The Last Prophet
31. Indonesia - Great Nusantara
32. Persia - Satrapies
33. Mapuche - Toqui
34. Phoenicia - Mediterranean Colonies
35. China - Dynastic Cycle
E-Tier
36. Norway - Knarr
37. Georgia - Strength In Unity
38. Spain - Treasure Fleet
39. Korea - Three Kingdoms
40. France - Grand Tour
41. India - Dharma
42. Khmer - Grand Barays
Civilization Unique Abilites
America - Founding Fathers: All Diplomatic policy slots in the current government are converted to Wildcard policy slots. Gains +1 diplomatic favor per turn for every Wildcard slot in their government.
Arabia - The Last Prophet: Automatically receives the final Great Prophet when the next-to-last one is claimed (if one has not been earned already). +1 Science per foreign city following Arabia's Religion.
Australia - Land Down Under: +3 Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campuses, Commercial Hubs, Holy Sites, and Theater Squares gain +1 to their yields in tiles with Charming Appeal, and +3 with Breathtaking Appeal.
Aztec - Legend of the Five Suns: Can spend Builder charges to complete 20% of a district's Production cost.
Brazil - Amazon: Rainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts, and provide +1 Appeal to adjacent tiles, instead of the usual -1.
Canada - Four Faces of Peace: Cannot declare Surprise Wars or war on City-States. Surprise Wars cannot be declared on Canada. For every 100 Tourism earned, gain 1 Diplomatic Favor. +100% Diplomatic Favor gained from successfully completing Emergencies or Scored Competitions.
China - Dynastic Cycle: Eurekas and Inspirations provide an extra 10% of the cost for researching technologies and civics.
Cree - Nihithaw: Gains +1 Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves into them.
Egypt - Iteru: +15% Production towards districts and wonders if placed next to a River. Floodplains do not block placement of districts and wonders. Districts, improvements, and units are immune to damage from floods.
England - Workshop of the World:
Iron and Coal Mines accumulate 2 more resources per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when Powered receive +4 of that yield. +20% production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10.
France - Grand Tour: +20% Production towards Medieval, Renaissance, and Industrial Wonders. Double Tourism from Wonders of any era.
Georgia - Strength In Unity: When making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus.
Germany - Free Imperial Cities: Each city can build one more district than the population level would normally allow.
Greece - Plato's Republic: Gain an additional Wildcard policy slot in all Governments.
Hungary - Pearl of the Danube: +50% Production for districts and buildings built across a river from a City Center.
Inca - Mit'a: Citizens may work Mountain tiles. Mountain tiles provide +2 Production, and +1 Food per adjacent Terrace Farm.
India - Dharma: Receive the Follower Beliefs of all religions that have at least one follower in a city, not just the majority religion. Cities receive +1 Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Routes.
Indonesia - Great Nusantara: Coast and Lake tiles provide a +0.5 adjacency bonus for Holy Sites, Campuses, Industrial Zones, and Theater Squares. Entertainment Complexes adjacent to Coast or Lake tiles provide +1 Amenity.
Japan - Meiji Restoration: Districts receive a +1 adjacency bonus for each adjacent district, instead of +0.5.
Khmer - Grand Barays: Cities with an Aqueduct gain +3 Faith and +1 Amenity. Farms receive +2 Food if adjacent to an Aqueduct.
Kongo - Nkisi: Relics, Artifacts and Sculptures provide +2 Food, +2 Production, and +4 Gold. The Palace has four extra slots for Great Works. Receive +50% Great Writer, Great Artist, Great Musician, and Great Merchant points from all sources.
Korea - Three Kingdoms: Farms receive +1 Food and Mines receive +1 Science if adjacent to a Seowon.
Macedon - Hellenestic Fusion: Conquering a city grants a free Eureka for each Encampment or Campus in the conquered city and a free Inspiration for each Holy Site or Theater Square.
Mali - Songs of the Jeli: City Centers receive +1 Faith and +1 for every adjacent Desert and Desert Hills tile. Mines receive -1 Production and +4 Gold. May purchase Commercial Hub buildings with Faith. -30% Production towards buildings and units.
Maori - Mana: Starts the game with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. Embarked units gain +5 Combat Strength and +2 Movement. Unimproved Woods and Rainforest provide +1 Production, increased to +2 with Conservation. Fishing Boats provide +1 Food. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writers cannot be earned.
Mapuche - Toqui: All units trained in cities with an established Governor gain +25% combat experience. +10 Combat Strength bonus against civilizations that are in a Golden Age.
Mongolia - Ortoo: Sending a Trade Route immediately creates a Trading Post in the destination city, instead of when the Trade Route is finished. Gains an extra level of Diplomatic Visibility with civilizations they have a Trading Post with. Mongolian Units receive +6 Combat Strength for each level of Diplomatic Visibility they have over their opponents, instead of the usual +3.
Netherlands - Grote Riverien: Rivers provide a +2 adjacency bonus for Campuses, Theater Squares, and Industrial Zones. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles. +50% Production toward the Dam district and Flood Barrier building.
Norway - Knarr: Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Movement costs to embark or disembark. Naval melee units can heal in neutral territory.
Nubia - Ta-Seti: +50% Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production for Mines over strategic resources, and +2 Gold for Mines over bonus and luxury resources.
The Ottomans - Great Turkish Bombard: +50% Production toward Siege units. Siege units gain +5 Combat Strength when attacking defensible districts. Conquering a city doesn't cause that city to lose Population. +1 Amenity and +4 Loyalty per turn for cities not founded by the Ottomans.
Persia - Satrapies: Gains +1 Trade Route capacity with Political Philosophy. Internal Trade Routes provide +2 Gold and +1 Culture. Roads built in Persian territory are one level more advanced than usual.
Phoenicia - Mediterranean Colonies: Starts with the Eureka for Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital always have full Loyalty. Settlers receive +2 Movement and sight radius while embarked, and pay no Movement costs to embark or disembark.
Poland - Golden Liberty: Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military policy slot in all governments is converted into a Wildcard policy slot.
Rome - All Roads Lead To Rome: Founded or conquered cities start with a Trading Post and, if within Trade Route range of your Capital, a road to it. Your Trade Routes generate +1 Gold for each Roman Trading Post they pass through.
Russia - Mother Russia: Founded cities start with eight additional tiles. Tundra tiles provide +1 Faith and +1 Production, in addition to their usual yields. Units are immune to Blizzards. Units of civilizations who are at war with Russia take 100% extra damage from Blizzards while in Russian territory.
Scotland - Scottish Enlightenment: Happy cities gain +5% Science and +5% Production, and generate +1 Great Scientist points in their Campuses and +1 Great Engineer points in their Industrial Zones. Ecstatic cities double these bonuses.
Scythia - People of the Steppe: Building a light cavalry unit or Saka Horse Archer grants a free second copy of that unit
Spain - Treasure Fleet: May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes between cities on different continents grant +1 Food and +1 Production for internal Trade Routes, and +6 Gold for international Trade Routes. +2 Loyalty per turn for cities with a Mission improvement adjacent to the City Center and not on your original Capital's continent.
Sumeria - Epic Quest: Capturing a Barbarian Outpost also grants a Tribal Village reward. May levy city-state units at 50% of the usual Gold cost.
Sweden - Nobel Prize: Gains 50 Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer points from Factories and +1 Great Scientist points from Universities. Sweden's presence in the game adds three unique World Congress competitions in the Industrial Era.
Zulu - Isibongo: Conquering a city will upgrade the conquering unit into a Corps or Army, if the proper civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 Loyalty per turn if the garrisoned unit is a Corps or Army.
(Please let me know if I have missed any patch changes)
Starting Score
America - Founding Fathers: (20)
Arabia - The Last Prophet: (20)
Australia - Land Down Under: (20)
Aztec - Legend of the Five Suns: (20)
Brazil - Amazon: (20)
Canada - Four Faces of Peace (20)
China - Dynastic Cycle: (20)
Cree - Nihithaw: (20)
Egypt - Iteru: (20
England - Workshop of the World (20)
France - Grand Tour: (20)
Georgia - Strength In Unity: (20)
Germany - Free Imperial Cities: (20)
Greece - Plato's Republic: (20)
Hungary - Pearl of the Danube: (20)
Inca - Mit'a (20)
India - Dharma: (20)
Indonesia - Great Nusantara: (20)
Japan - Meiji Restoration: (20)
Khmer - Grand Barays: (20)
Kongo - Nkisi: (20)
Korea - Three Kingdoms: (20)
Macedon - Hellenestic Fusion: (20)
Mali - Songs of the Jeli: (20)
Maori - Mana: (20)
Mapuche - Toqui: (20)
Mongolia - Ortoo: (20)
Netherlands - Grote Riverien: (20)
Norway - Knarr: (20)
Nubia - Ta-Seti: (20)
The Ottomans - Great Turkish Bombard: (20)
Persia - Satrapies: (20)
Phoenicia - Mediterranean Colonies: (20)
Poland - Golden Liberty: (20)
Rome - All Roads Lead To Rome: (20)
Russia - Mother Russia: (20)
Scotland - Scottish Enlightenment: (20)
Scythia - People of the Steppe: (20)
Spain - Treasure Fleet: (20)
Sumeria - Epic Quest: (20)
Sweden - Nobel Prize: (20)
Zulu - Isibongo: (20)
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