This Thread is Moderator Approved. With the end of the year almost on us, and Gathering Storm set to release earlier next year we have time to have one last elimination thread for Rise and Fall. Previously we've voted on which civ has the best Leader Ability, what's the best Infrastructure to build, and what Unique Unit reigns supreme. What we haven't covered yet is the Civilization Ability each civ gets. As an bonus, once this game is completed, I'm going to tally up the cumulative scores of all 4 elimination threads to create an overall list of the civs. So, let's get to it. - Give a reason for your votes. - Vote roughly once per 24 hours. Voting significantly earlier must be explained. - Add one point, take away three points. Posts with missing upvotes or downvotes will be skipped! - Voting several times for same leader, whether positively or negatively is OK! However, it is strongly encouraged to spread your positive and negative votes across different civs and not engage in any strong unfair brigading. Try and vote objectively. Rankings: Top Tier 1) Australia - Land Down Under 2) Greece - Plato's Republic 3) Japan - Meiji Restoration 4) Kongo - Nkisi 5) Nubia - Ta-Seti Great Tier 6) Netherlands - Geraldo Rivieren 7) Scotland - Scottish Enlightenment 8) Mongolia - Ortoo 9) Zulu - Isibongo Good Tier 10) Scythia - People of the Steppe 11) Aztec - Legend of the Five Suns 12) Russia - Mother Russia 13) Macedon - Hellenistic Fusion 14) Germany - Free Imperial Cities Average Tier 15) Persia - Satrapies 16) Cree - Nihitaw 17) Rome - All Roads Lead to Rome 18) Sumeria - Epic Quest 19) Brazil - Amazon Below Average Tier 20) Norway - Knarr 21) Mapuche - Toqui 22) France - Grand Tour 23) Arabia - The Last Prophet 24) Indonesia - Grand Nusantara Bad Tier 25) Poland - Golden Liberty 26) England - British Museum 27) China - Dynastic Cycle 28) Spain - Treasure Fleet 29) America - Founding Fathers Trash Tier 30) Georgia - Strength in Unity 31) Korea - Three Kingdoms 32) Khmer - Grand Barays 33) Egypt - Iteru 34) India - Dharma List of Civilization Abilities America - Founding Fathers: All Diplomatic policy slots in the current government are converted to Wildcard slots. 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 +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts. Rainforest tiles provide +1 Housing for Neighborhoods built adjacent to them. 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. England - British Museum: Each Archaeological Museum can hold six Artifacts instead of three and can build two Archaeologists instead of one. Archaeological Museums are automatically themed when they have six Artifacts. 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. India - Dharma: Receive the Follower Beliefs of all religions that have at least one follower in a city, not just the majority religion. 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. 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. 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. 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. 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. 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. Zulu - Isibongo: Conquering a city will upgrade the conquering unitinto 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.