Manifest Destiny: 17
Trade Caravans: 7
Diplomatic Marriage: 17
Sacrificial Captives: 21
Ingenuity: 12
Phoenician Heritage: 30
Art of War: 22
Viking Fury: 13
Monument Builders: 22
Sun Never Sets: 24
Spirit of Adwa: 0
Ancien Regime: 24
Hellenic League: 20
Great Andean Road: 26
The Great Warpath: 9
Bushido: 13
Scholars of the Jade Hall: 21
The Long Count: 18
Dutch East India Company: 24
Achaemenid Legacy: 26
Wayfinding: 10
The Glory of Rome: 32
Siberian Riches: 19
Father Governs Children: 25
Seven Cities of Gold: 14
Nobel Prize: 22
Dutch East India Company: really nice to expand early on without going on unhappiness, as it usually becomes a problem for me. It is a really good ability when used properly, specially associated with "Protecionism" from the Commerce policy tree, as the 50% is added to the base 4 happiness per lux, so, even if you trade away your last cotton with Protecionism, you keep 4 happiness. Even more useful when trading the last lux for an AI's lux: +2 free happiness! Not very useful on multiplayer, though.
Spirit of Adwa: I find it not very useful. 20% combat strenght is a nice bonus (only nice, not great or awesome) but it is difficult to synergize with the Stele. Going religious usually means wide, and this civ kind of contradicts itself.
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BTW, thanks for the tip, Sebastian, I'll make some tests using the In Game Editor with England no a water map
Woodshadows: I use the double horses/iron to trade away for gold to other civs - each horse = 45, if I have 4 to spare = 180. The production bonus is nice early in the game, when you think that working that horse-grassland-tile might be a good idea (2 food, 1 prod. With stable: 2 food, 2 prod. Adding Siberian Riches bonus: 2 food, 3 prod, an awesome tile early in the game). Also, the production bonus is not only for iron and horses (which can be enhanced by forge and stable) but for all strategic resources, so those nice tiles with oil/aluminium/uranium/coal/horses/iron are even more useful. With Russia, bulding forges and stables is a nice strategy to "enhance" the bonus, but think about it: an early city from a regular civ, working a horse tile, gets 1 prod. That means, with one pop, a scout every 5 turns. With Russia, you get 2 prod from that tile, so, your scouts come out faster, and so does the buldings/units/whatever you wanna build. Using strategic balance is great for Russia, and the Krepost helps you get those strategic tiles faster while giving an early boost to the units produced.