Continuation of my series; just like the BNW civs there's not enough for a separate article on these of these.
Mongolia is technically DLC, but I won't be covering them since it was free.
Babylon: Just like in G&K, as Babylon your first two techs should always be Pottery & Writing to get your free Great Scientist. And as before, you should always make an academy out of this free one. (Massive number of turns remaining + all academies increase value of future bulbing means you'll always get more science if you turn this one into an academy.) The big difference is that in G&K, you were pretty much locked to Science victory with this civ. In BNW, you can still do that, but you also have the additional options of going for cultural or diplomatic victory. (With a tech lead you have a better shot of the theming wonders for cultural or just reach Globalism faster for diplomatic)
Polynesia: As before they have early exploration bonuses. What's new is that they lean towards Cultural victory in BNW. (Their UI also produces tourism as soon as you build Hotels & Airports)
Incas: Just like in G&K, still in first tier between the terrace farm (food from hills even if they aren't fresh water; extra with mountains) and reduced road maintenance. They are still very suitable for all victory conditions.
Spain: They were initially released with Incas but included in G&K, so see that article.
Korea: Just like in G&K, still a strong science power; but unlike Babylon their ability still worked for old cultural victory and so they could go for any victory condition. With BNW, they can still go for both, and with the science bonus from specialists working for all types including guilds, even when not going for cultural victory they should still build the guilds and run them.
Denmark: Still no better than mid tier. Nothing really changed with regards to BNW
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DLC Wonders in BNW:
The statue of Zeus was given to everyone with BNW so I won't cover that other than to mention it's the one that requires opening Honor.
Temple of Art: If your using internal sea food cargo routes, this is actually a better wonder for you in BNW than Hanging Gardens. It still requires that your production be good enough for your difficulty level to go after; it's really popular with the AI on Immortal+.
Mas: The split out of guild specialists into their own groups means this produces much more gold than before. But unless you have a local source of either Marble or Stone, it's probably not worth going after (the most gold in the useful part of the game will still be from the per turn part). Even if you do have the source you need sufficient hammers for your difficulty level to have a shot at building it. But at least in this case even if you fail you still get some gold.
Mongolia is technically DLC, but I won't be covering them since it was free.
Babylon: Just like in G&K, as Babylon your first two techs should always be Pottery & Writing to get your free Great Scientist. And as before, you should always make an academy out of this free one. (Massive number of turns remaining + all academies increase value of future bulbing means you'll always get more science if you turn this one into an academy.) The big difference is that in G&K, you were pretty much locked to Science victory with this civ. In BNW, you can still do that, but you also have the additional options of going for cultural or diplomatic victory. (With a tech lead you have a better shot of the theming wonders for cultural or just reach Globalism faster for diplomatic)
Polynesia: As before they have early exploration bonuses. What's new is that they lean towards Cultural victory in BNW. (Their UI also produces tourism as soon as you build Hotels & Airports)
Incas: Just like in G&K, still in first tier between the terrace farm (food from hills even if they aren't fresh water; extra with mountains) and reduced road maintenance. They are still very suitable for all victory conditions.
Spain: They were initially released with Incas but included in G&K, so see that article.
Korea: Just like in G&K, still a strong science power; but unlike Babylon their ability still worked for old cultural victory and so they could go for any victory condition. With BNW, they can still go for both, and with the science bonus from specialists working for all types including guilds, even when not going for cultural victory they should still build the guilds and run them.
Denmark: Still no better than mid tier. Nothing really changed with regards to BNW
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DLC Wonders in BNW:
The statue of Zeus was given to everyone with BNW so I won't cover that other than to mention it's the one that requires opening Honor.
Temple of Art: If your using internal sea food cargo routes, this is actually a better wonder for you in BNW than Hanging Gardens. It still requires that your production be good enough for your difficulty level to go after; it's really popular with the AI on Immortal+.
Mas: The split out of guild specialists into their own groups means this produces much more gold than before. But unless you have a local source of either Marble or Stone, it's probably not worth going after (the most gold in the useful part of the game will still be from the per turn part). Even if you do have the source you need sufficient hammers for your difficulty level to have a shot at building it. But at least in this case even if you fail you still get some gold.