Archaeologist
Types: Landmark
When scoring, 1/3/6/10/15 VP if you have 1/2/3/4/5 copies of a particular Ruins.
Setup: Put a Ruins face-up sideways on each Kingdom pile. When a player gains the first card from a Kingdom pile, they also gain the Ruins on top of it.
This seems like a lot of work for too little VP payoff; I'd be likely to trash the Ruins anyway. The most they can be worth is 3 VP per copy, and you don't want free Duchies in your deck at the start of the game. It does have a second-player-advantage effect like Tax, but I think this is too large a penalty, especially when it only affects Kingdom piles.
Burial Grounds
Types: Landmark
When scoring, -3 VP for each differently named card in your deck which has a copy in the trash.
Burial Mounds
Types: Landmark
When scoring, 3 VP per differently named card in the trash that you have a copy of.
Were these two submitted by the same person, or by two people collaborating? If not, that's a weird coincidence that they have extremely similar names and exactly opposite effects. It's an interesting effect, but Burial Grounds is a little too close to Wolf Den for my liking, and its effect would be minimal - you want to trash all your Copper and Estates anyways. Burial Mounds affects the game more in terms of strategy; that last Copper is also worth 3 points now, so you might not want to trash it.
Cenotaph
Types: Landmark
During Clean-up, you may place one card you discard from play or your hand face down underneath this.
When scoring, 1 VP per differently named card underneath this that you have a copy of.
Clarification: You may place one card underneath Cenotaph every turn.
This is interesting, but I'm not a fan of "global rules change" effects on Landmarks, and this seems more like that than a VP boost. The VP on this card will have almost no effect in most games; you'll just use it for the free trashing.
Citadel
Types: Landmark
When scoring, 1 VP per card in your deck which no other player has a copy of.
This is an outtake (see the Secret History for Museum). Also, it doesn't seem to have much of an effect unless you get an entire pile.
Deep Mine
Types: Landmark
Whenever a player plays their second action in a single turn, move 1 VP from the Province pile to here.
Whenever a player ends their turn without having played any action cards, take the VP from here.
Setup: Put 8 VP on the Province pile, plus 2 VP per player.
Interesting idea. This is essentially a boost to non-engine strategies, but it's a small one; most engines would be happy to give their opponents 1 VP per turn. In an engine mirror, this would get interesting; when there is 5-6 VP on the pile, you start considering doing nothing on your turn to take it. I don't like the fact that the VP on the Province pile has nothing to do with Provinces, but that's just a thematic issue.
Golden Isles
Types: Landmark
During each player's buy phase, they may return 1 VP token for +$1. This may only be done once per turn.
When scoring, 4 VP if you have no VP tokens, and 2 VP if you have fewer than 2 VP tokens.
Setup: Each player receives 13 VP tokens at start of game.
This could antisynergize with other Empires cards that give VP, since it gives you points for not having VP tokens. On the other hand, if the game lasts long enough, you could use those other VP tokens for money - but by then you'll probably want the VP more, and it's only once per turn.
Middle Class
Types: Landmark
When scoring, 1 VP per non-Treasure card costing exactly $3 in your deck.
This feels too much like Obelisk for $3 actions.
New World
Types: Landmark
When scoring, if there are 2 or fewer empty Supply piles, -4 VP for each Victory card costing $6 or more in your deck.
I really like this one. It seems a bit game-warping, but that's normal for Landmarks (see Fountain, Keep, and Wall). If you have Provinces, you want a 3-pile ending, but if you are buying a bunch of Action cards you can't buy Provinces.
Ossuary
Types: Landmark
When scoring, the most common card in the trash is worth +1 VP. (If it's a tie, all tied cards are.)
Setup: Trash a Duchy.
This doesn't need the setup rule; cards get trashed in most games. Also, the VP bonus is much too small. You don't want to keep your Copper even if it's worth 1 VP.
Plains
Types: Landmark
Whenever you gain a Victory card, move 2 VP from its pile to this. When you gain a Province, take the VP from this.
Setup: Put 4 VP on each non-Gathering, non-Province Victory card Supply pile per player.
This seems a bit quirky. It could easily break Duchy dances in Big Money, and it makes Duchies worth 5VP in an engine. It's a cool idea.
Rally
Types: Landmark
Once during an opponents turn, when all of your opponent's cards are either in play or in their hand, take 1 VP from here.
Setup: Put 6 VP here per player.
Most engines would be happy to give 1VP per turn to a non-engine player, and you can get around this by not drawing the last card or two. It would need rules clarification - if I play Warehouse and draw the last three cards, can you take 1VP before I discard? What if you forget? The wording is also unclear; the way it's worded could mean that this only works once per game.
Sacrificial Cenote
Types: Landmark
Whenever you resolve an attack which ends up doing nothing to other players, or otherwise resolve a card that is prevented from having its printed effect, +1 VP.
This would need way too many rules clarifications. What if I play a Great Hall (or any draw card) when I have no cards left in my deck? What if I play Hunting Party, draw a card, and then have a copy in my hand of each unique card in my deck? What if I play a Miser, choose to put a Copper onto my mat, and don't have any Coppers in my hand? What if I play Sage and don't find a card costing $3 or more? What if I play a Minion and get +$2, doing nothing to the other players? What if I play a Fortune Teller and the top card of my opponent's deck is an Estate? What if I play a Band of Misfits and there are no Action cards left costing $4 or less? What if I play a King's Court with no Action cards in my hand? What if I play a Ruined Library with my -1 Card token on my deck? What if I play an Ironworks and then reveal a Trader to gain a Silver instead? What if I trash a Squire and there are no Attack cards in the Supply? It's way too complicated to work.
Senate
Types: Landmark
At the start of your Buy phase, if you have no cards in your deck and at least one card in your discard pile, take 2 VP from here.
Setup: Put 6 VP here per player.
This could be interesting. Deck-draw engines would need a way to discard cards from hand, but those are fairly common. Big Money strategies would have a harder time, but buying cantrips could help.
Statue
Types: Landmark
At the end of your turn, if you played 5 or more treasures that turn, take 2 VP from here.
Setup: Put 6 VP here per player.
I like this one. Empires has a Prosperity-type theme, and this rewards decks that can play multiple Treasures per turn. It actually helps engines almost as much as Big Money, although terminal draw BM will like it.
Stockpile
Types: Landmark
When you buy a card costing at least $5, you may take it's price in debt. If you do, +3 VP.
I like this one. I would like it better with a limit to the number of VP you can get from it, but it's great as it is.
Swamp
Types: Landmark
When scoring, 1 VP per Victory card you have.
Meh, a bit boring.
Symposium
Types: Landmark
Once per game, at any time during the Action phase, +1 Action.
At the end of the game, if you did not use that Action, +5 VP.
This is weird. How can you track whether or not you've used it? Why can't you just take the VP at the end of the turn? Other than that, I like it.
Turtle Sanctuary
Types: Landmark
When you reshuffle, -1 VP.
At the end of your turn, if you did not reshuffle this turn, +1 VP
Clarification: -1 VP means you return one of your VP tokens to the supply. If you do not have any VP tokens, do nothing.
In an engine, this antisynergizes with many other Empires cards, since you will have to return the VP they give you. Donald mentioned that problem in the last Empires landmark outtake.