We talk a lot about bonuses all civilizations have - but that's only 1/3 of the story. I think special buildings are able to make a whole civ great even if their normal trait isn't very strong.
The good (work great in all cities you have):
* China - Paper Maker, replaces Library, gives +4 gold income, up=1
Absolute star. Boosts research, allows to produce great scientists and multiplies your incomes many times very early into the game. Makes China rich and modern at the same time.
* Arabia - Bazaar, replaces Market, adds +1 of each luxury produced by the city, up=0
Standard trait of theirs (small bonus for trade route money) sucks - this doesn't. Gives a lot to trade with.
* Persia - Satrap's Court, replaces Bank, adds +2 happiness, up=0
Free of upkeep Bank with bonus happiness? Pure joy.
The bad (more like average, situational):
* Egypt - Burial Tomb, replaces Temple, +2 happiness in addition to culture and no maintenance, up=0
+2 happiness isn't that much really but it seriously helps early colonization and snatching a few extra city spots before Ai gets them. No upkeep for temple is quite sweet as well.
* Siam - Wat, replaces University, +3 culture, up=2
University with some extra culture? Not that necessary... but why not.
* Songhai - Mud Pyramid Mosque, replaces Temple +3 more culture over standard version, up=0
Free temple with extra culture? Works for me.
The ugly:
* Aztec - Floating Gardens, replaces Watermill, requires fresh water bordering the city, +15% food, +2 food from lake tiles, up=1
This is a food bomb but there's plenty of other sources of food, founding cities by lakes just to get this bonus doesn't cut it and letting cities grow too fast isn't that good an idea either (better settle more smaller cities near good resources if you aren't going culture).
* India - Mughal Fort, replaces Castle, adds extra 2.5 defence, +2 culture and gold when Flight is researched, up=3
Who builds castles? Maybe if you are desperate for every ounce of culture and would prefer to stay on the defensive...
* Iroquois - Longhouse, replaces Workshop, +1 production from worked forest tiles, up=2
I'd rather have a trade post there...
* Russia - Krepost, replaces Barracks, -50% cost in culture of buying new tiles, +1 maintenance, up=1
Or you could purchase them with money instead...
* Walls of Babylon, replaces walls, +2,5 extra city defence over normal walls.
Meh.
The good (work great in all cities you have):
* China - Paper Maker, replaces Library, gives +4 gold income, up=1
Absolute star. Boosts research, allows to produce great scientists and multiplies your incomes many times very early into the game. Makes China rich and modern at the same time.
* Arabia - Bazaar, replaces Market, adds +1 of each luxury produced by the city, up=0
Standard trait of theirs (small bonus for trade route money) sucks - this doesn't. Gives a lot to trade with.
* Persia - Satrap's Court, replaces Bank, adds +2 happiness, up=0
Free of upkeep Bank with bonus happiness? Pure joy.
The bad (more like average, situational):
* Egypt - Burial Tomb, replaces Temple, +2 happiness in addition to culture and no maintenance, up=0
+2 happiness isn't that much really but it seriously helps early colonization and snatching a few extra city spots before Ai gets them. No upkeep for temple is quite sweet as well.
* Siam - Wat, replaces University, +3 culture, up=2
University with some extra culture? Not that necessary... but why not.
* Songhai - Mud Pyramid Mosque, replaces Temple +3 more culture over standard version, up=0
Free temple with extra culture? Works for me.
The ugly:
* Aztec - Floating Gardens, replaces Watermill, requires fresh water bordering the city, +15% food, +2 food from lake tiles, up=1
This is a food bomb but there's plenty of other sources of food, founding cities by lakes just to get this bonus doesn't cut it and letting cities grow too fast isn't that good an idea either (better settle more smaller cities near good resources if you aren't going culture).
* India - Mughal Fort, replaces Castle, adds extra 2.5 defence, +2 culture and gold when Flight is researched, up=3
Who builds castles? Maybe if you are desperate for every ounce of culture and would prefer to stay on the defensive...
* Iroquois - Longhouse, replaces Workshop, +1 production from worked forest tiles, up=2
I'd rather have a trade post there...
* Russia - Krepost, replaces Barracks, -50% cost in culture of buying new tiles, +1 maintenance, up=1
Or you could purchase them with money instead...
* Walls of Babylon, replaces walls, +2,5 extra city defence over normal walls.
Meh.