Sid Meier's Civilization V/America

America might be young when compared to civilizations like Greece and China, only coming into existence by the second half of the 18th century, but it has quickly turned into a modern-day superpower. America is led by George Washington, the first president of the United States. The American civilization is suited for expansionists and warmongers, with a Unique Ability to support growing borders and military exploit as well as two strong Unique Units.

Competitiveness
Washington has average competitiveness in most aspects, so he wouldn't be especially mad if you try to go for the same victory condition as him, or ally yourself with the same city states he befriends. He also wouldn't care much if you build a wonder he wanted.
 * Victory Competitiveness: 4
 * Wonder Competitiveness: 3
 * City State Competitiveness: 5
 * Boldness: 7
 * Diplobalance: 6

Personality
Washington hates warmongers, and will likely be hostile to you if you've been wiping out civilizations. He is about as likely to denounce you as he is to make friends with you. When you are friends with him, he is not afraid to ask for help from you. He is moderately loyal to you and will be easier to forgive any diplomatic penalties you have with him.
 * Warmonger Hate: 7
 * Willingness to Denounce: 4
 * Willingness for Declarations of Friendship: 6
 * Loyalty: 6
 * Neediness: 7
 * Forgiveness: 7
 * Chattiness: 5
 * Meanness: 4

Unit and Building production
Washington will have an average offensive force, but he will put up a strong defense. He is very likely to produce Scouts to take advantage of Manifest Destiny's sight range bonus. He will have an average focus on producing aerial units, but will be keen to produce Aircraft Carriers to carry them around. Washington will have a higher focus on expanding his empire by founding lots of cities, but he won't spend too much time developing them. He is very likely to go for a diplomatic victory and even more likely to try and win the space race. Washington will use his spies to gather intelligence and stop enemy spies, and he will not hesitate to use nuclear weapons when threatened.
 * Offensive Unit Production: 6
 * Defensive Unit Production: 8
 * Defensive Building Production: 6
 * Military Training: 5
 * Recon Unit Production: 8
 * Ranged Unit Production: 5
 * Mobile Unit Production: 5
 * Naval Unit Production: 5
 * Naval Recon Unit Production: 4
 * Naval Growth: 5
 * Naval Tile Improvement: 5
 * Air Unit Production: 6
 * Anti-Air Unit Production: 6
 * Aircraft Carrier Production: 8
 * Expansion: 7
 * Growth: 3
 * Tile Improvement: 5
 * Infrastructure: 5
 * Water Connection: 5
 * Production Focus: 5
 * Gold Focus: 6
 * Science Focus: 6
 * Culture Focus: 6
 * Happiness Focus: 7
 * Great Person Focus: 6
 * Wonder Production: 5
 * Religion Focus: 4
 * Diplomatic Victory Focus: 7
 * Scientific Victory Focus: 8
 * Nuke Production: 6
 * Nuke Usage: 8
 * Espionage: 7

Approach for Major Civs
Washington prefers to be peaceful with other civilizations, and is quite likely to be friendly with you.
 * War: 4
 * Hostile: 3
 * Deceptive: 5
 * Guarded: 6
 * Afraid: 4
 * Friendly: 7
 * Neutral: 5

Approach for City States
Washington will also be friendly to city states, but he wouldn't be protective of them.
 * Ignore: 6
 * Friendly: 7
 * Protective: 5
 * Bully: 6
 * Conquest: 4

Unique Ability

 * Manifest Destiny - All land military units have +1 sight, gold cost of purchasing new tiles halved.

Manifest Destiny is an ideology widely held by Americans during the 19th century, about how American settlers are destined to spread across the continent, which is reflectd by the improved sight range. The reduced gold cost also references the Louisiana Purchase, where large parts of land were bought from the French.

The ability consists of two parts that would be mediocre on their own, but can be quite useful if exploited together. The +1 sight will affect Scouts, and is very helpful for early exploration. Scouting out land will help you find useful locations to settle new cities, and thus enable you to expand effectively early on. As the game goes on and more of the world is mapped out, the sight bonus becomes less useful for scouting, but more for warring. More sight means you have a better idea where enemy units are and will be less likely to run into traps. It also negates the limited visibility disadvantage of siege units, allowing you to fire without having a unit spot your target for you.

The second half of the ability reduces the cost of expanding the borders of your city, which stacks with the Angkor Wat wonder. It allows you to get obtain strategic spots sooner, whether it would be a luxury resource for a Happiness boost or a bottleneck to block off the movement of other civs. Just be aware that land grabs will cause you to have diplomatic penalties if you're doing it near contested borders, so be prepared to enter a few wars.

Minuteman

 * Cost: 150 Production / 300 Faith
 * Combat Strength: 24
 * Movement Points: 2
 * Replaces Musketman
 * Ignores terrain movement penalties, free Drill I promotion.

B-17 Bomber

 * Cost: 375 Production
 * Range: 10
 * Ranged Combat Strength: 70
 * Replaces Bomber
 * Free Evasion and Siege I promotions, +5 Ranged Combat Strength compared to Bomber.