America can work for any play style, but never really shines compared to other choices.
Special Ability: Ships of the Desert: Caravans gain 50% extended range.
Unique Building: Bazaar: The Bazaar replaces the Market and provides an additional copy of each luxury resource being worked on by the city. This is fantastic for trading, especially if said resource is scarce.
Comments: Arabia has lost it’s 1 gold bonus to trade routes in Brave New World and had it replaced with 50% extended range to caravans and an increase to the spread of their religion.
Increases the rate at which Great Scientists are born by 50%. Comments: Babylon is obviously meant to be a scientific civilization in Civ 5, and it provides you the early defense bonuses to handle it as well.
Unique Unit: Bowman: Replaces the archer and gets 2 ranged Combat Strength and Defensive Strength compared to the standard archer. It is highly recommended to use that initial Great Scientist to build an Academy somewhere, as the early techs are not expensive enough to waste him on rushing one.
Position units strategically to get the most out of this.
The 50% discounts when purchasing tiles is honestly not that great, it will save you a bit of gold here and there but it won’t make a significant difference.
Trade routes spread religion at double effectiveness. Unique Unit: Camel Archer: Replaces the Knight and provides a ranged unit rather than a melee one.
Attacking over 2 hexes is extremely valuable on such a fast unit at the medieval stage of the game – this is a great unit.
A city surrounded by units which are supported by one or two Siege Towers will only survive under the most fortunate circumstances. A faster cavalry unit designed to overwhelm your opponent with. The hussar is a dangerous unit, flanking comes very easy and combined with some promotions and a Great General, Austria can become close to unstoppable.
Combined with the ability to outright steal technologies, your main focus should be on your military forces and expanding through conquest. Special Ability: Sacrificial Captives: Gives culture for each enemy unit killed.
The Bazaar is still a very powerful building – but Arabia has lost a little of it’s economic capability with these changes and is slightly better suited at a religious pursuit now.