Russia will probably start near strategic resources via its start bias, to make the most of Siberian Ri----er, Mother Russia.
For the final UU*, we'll move to the British Ship of the Line. The game's sole naval UU should, by all rights, be a good one, and it achieves this with its numerous bonuses: 20 hammers cheaper than a standard Frigate, +2 ranged strength, and +1 sight range.
With the advent of oceanic travel via Navigation, the rush to rule the seas will be tremendously important; the right of passage for trade and, later, embarked Settlers/invasions will shape the Renaissance. Given that Frigates/SoLs cannot melee attack, the 2 extra ranged strength is as good as 2 extra generic attack on any other unit. Thus, between a combat bonus, sight boost, cheap cost, and Sun Never Sets, the Ship-of-the-Line can dominate early naval warfare. By making for a fantastic scout, it can alert Britain to any incoming invasions, and use the extra strength to solve the problem immediately. The extra sight and move, in essence, increase the effective range, allowing for fewer ships to control the seas. These bonuses also allow for England to be the first one to new lands. Being the first intercontinental civ comes with a number of diplomatic advantages, and on certain map types (Earthlikes) it can mean the first to a new world. With this UU, England has a tremendous advantage over other navies, and with proper exploitation, can control the seas for the game.
God help your enemies if the Ships of the Line are fueled by the Great Lighthouse. Sun never sets, indeed.
*Yes, I screwed up.