America - Founding Fathers: 20
Arabia - The Last Prophet: 17
Australia - Land Down Under: 23
Aztec - Legend of the Five Suns: 21
Brazil - Amazon: 15
Canada - Four Faces of Peace: 21
China - Dynastic Cycle: 20
Cree - Nihithaw: 21
Egypt - Iteru: 21
England - Workshop of the World: 20
France - Grand Tour: 11
Georgia - Strength In Unity: 17
Germany - Free Imperial Cities: 20
Greece - Plato's Republic: 22
Hungary - Pearl of the Danube: 21
Inca - Mit'a: 21
India - Dharma: 5
Indonesia - Great Nusantara: 20
Japan - Meiji Restoration: 21
Khmer - Grand Barays: 11 (14-3) The Khmer is a great example of how not to do a civ well, unfortunately. They get bonuses that essentially take districts and make them unique, without the added bonuses of being unique districts (era score and build costs). This is notable in the leader UA, but that's not why I am downvoting them. Instead, I am focusing on how their Grand Barays ability is essentially a unique aqueduct, which is not a great start, a relatively mild bonus (3 faith and an amenity for the district, food to surrounding farm tiles) in a game where population is weak, that costs the full price and doesn't give you era score. While this got a buff with population being tied into loyalty in Rise and Fall, it's not a very large one. For an ability meant to represent impressive infrastructure works that showed the incredible innovation and abilities of the Khmer, this is a fairly lame tribute. I was hoping with the infrastructure aspects of gathering storm this would be revamped to effect other things like dams and canals (also centered around water works like Barays themselves), but alas, no.
Kongo - Nkisi: 21
Korea - Three Kingdoms: 11
Macedon - Hellenestic Fusion: 15
Mali - Songs of the Jeli: 21
Maori - Mana: 21
Mapuche - Toqui: 14
Mongolia - Ortoo: 21
Netherlands - Grote Riverien: 21
Norway - Knarr: 14
Nubia - Ta-Seti: 20
The Ottomans - Great Turkish Bombard: 18 (17+1) This has a combination of two useful bonuses. First, it makes your siege units a valuable set, as they are cheaper to build and yet also better at doing their jobs. These bonuses are on par with some of the weaker unique units, but apply to all of your siege weapons. Nice! The second bonus, however, is even more significant. Typically, unless you are conquering early on, when you conquer a lot of cities, the process of doing so essentially destroys the cities, leaving them much weaker than they would have been for your enemies. For the Ottomans, much of this does not apply, as they do not destroy any of the population, and get a boost to loyalty and amenities to further strengthen stability. This is truly an insane warmongering change, and allows flexibility. Want to capture all of your enemy's cities and have them instantly integrate? Go for it. Want to grab their edge cities, and be able to get them loyalty stable more easily? You got it boss. Want to only capture key population cities, then let loyalty do the test of the job? Let the good times roll!
Persia - Satrapies: 17
Phoenicia - Mediterranean Colonies: 20
Poland - Golden Liberty: 20
Rome - All Roads Lead To Rome: 20
Russia - Mother Russia: 21
Scotland - Scottish Enlightenment: 23
Spain - Treasure Fleet: 14
Sumeria - Epic Quest: 20
Sweden - Nobel Prize: 20
Zulu - Isibongo: 20