Civilization Unique Abilities (revised):
Pueblo Trait - Miths of Kokopelli - Landmarks provide double
Culture and Tourism per Era older than Pueblo's current Era. Newly founded Cities start with a Free Shrine.
Kongo Trait - Glory of Manikongo - Units ignore terrain cost on tiles adjacent to rivers and do not suffer a combat penalty when attacking over a river. Half of the surplus
Food of your cities is added to the
Food output of your
Capital*.
Khmer Trait - Majesty of Angkor - Domestic Trade Route provide 50% more
Production or
Food, bonus doubled when City is building a Wonder. Recieve a small
Culture bonus when a City is founded.
Hungary Trait - Covenant of Blood - Units have +20%
Strength against Cities. Conquering a City provides
Faith and extra
Gold.
Armenia Trait - Crossroads of Caucasus - International Trade Routes provide
Faith and
Culture.
Israel Trait - The Promised Land - +1
per Specialist. Cities generate more Religious Pressure and Great Prophets increase the
Combat Strength of Nearby Units.
Phoenica Trait - Traders in Purple - International Trade Routes provide extra
Science to Phoenica and the Trader Civilization. Whenever a Maritime Building is built in a Phoenican city, a Naval Unit of the current Era spawns near that City
Sumer Trait - Craddle of Civilization - Starts with Pottery Technology. Cities founded next to a river start with 1 extra
Citizen and City Defense is increased by 1
every 15 turns in Cities built on Plains until you enter the Medieval Era.
Tibet Trait - Dharma Kings - Civilian units generate
Culture every turn and captured Tibetan cities are in Resistance for twice as long.
* maximum of 10
per turn