Furthermore, the Australians' tendency to have an abundance of coastal cities encourages them to maintain a strong navy, which they can use for defense or offense as needed. Signing Defensive Pacts with one or more friendly civilizations or going after warmongers and liberating the cities and city-states they capture will give Australia extra Production at crucial moments, and if an aggressive civilization starts causing problems late in the game, their Diggers can take the fight to the enemy's doorstep. Their best option is to be reactive rather than proactive, since their Production bonuses only take effect if they're the target of a declaration of war or they liberate another player's city. John Curtin's leader ability gives Australians the potential to be the world's policemen, and rewards them well for doing so. Getting multiple districts with +4 or greater adjacency bonuses is a relatively doable feat for Australia even without the Eiffel Tower, and with it, it can be quite normal for a district to have an adjacency bonus of +7 or more.
Great Zimbabwe will be helpful to them if one of their cities is surrounded by herds of Cattle and Sheep (and/or water-based bonus resources), and the Eiffel Tower is a wonder they'll want to make every effort to build. Since the Australians can make use of Desert tiles and will need Builders to fill them with Outback Stations, they should try to build the Pyramids and Petra in the early stages of the game. In addition, once they discover Conservation, they can plant Woods in the tiles around their districts to increase their Appeal (and yields). The Housing bonus for coastal cities will allow them to support a larger Population and more districts, and if they plan to make use of religion, God of the Open Sky and Desert Folklore are both excellent pantheons for them to choose. They should build Industrial Zones on low-Appeal tiles to improve their cities' Production potential, and reserve high-Appeal tiles for districts that will support their path to victory. While the Australians will be tirelessly building tile improvements around their cities, they will need to carefully consider where to place their districts. Moreover, since Outback Stations can be built in deserts, the Australians can create thriving cities in lands that will not be nearly as interesting or valuable to other civilizations (and will probably give them access to lots of Oil and Aluminum in the later eras of the game). Once they discover Guilds, they can surround their Pastures with Outback Stations to improve their Food and Production output. They benefit most from founding coastal cities (whose Housing capacity can be further boosted if they become the Suzerain of Mohenjo-Daro) near Cattle, Sheep, and Horses so that they can build Pastures and quickly expand their empire's borders. The Australians' civilization ability and unique components give them the flexibility to pursue almost any victory condition. With high adjacency bonuses to districts and a defensive nature borne from their leader ability and unique unit, not many can stop Australia's charge towards victory. With their first entry into the Civilization franchise, Australia led by John Curtin is already a solid civilization that needs to be watched out for. Starting bias: Tier 2 towards Coast, tier 5 towards Cattle, Horses, and Sheep