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