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Civilization VI Wiki
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The various '''Special Abilities''' from each of the [[civilization]]s depending on their [[leader]]s and their [[Leader Bonuses]]. ==List of abilities== * [[Founding Fathers]] ([[America]]): Earn all government legacy bonuses in half the usual time. * [[The Last Prophet]] ([[Arabia]]): Guaranteed {{Great Prophet}} [[Great Prophet]] if the second-to-last Great Prophet is chosen. * [[Legend of the Five Suns]] ([[Aztecs]]): Spend [[Builders|Builder]] charges to complete 20% of the original district cost. * [[Amazon]] ([[Brazil]]): Rainforest tiles provide +1 adjacency bonus for [[Campus]], [[Commercial Hub]], [[Holy Site]], and [[Theater Square]] districts. [[Rainforests|Rainforest]] [[Tiles]] provide +1 Housing for Neighborhoods built adjacent to them. * [[Dynastic Cycles]] ([[China]]): [[Eureka!]] and [[Inspiration!]] bonuses provide 60% of [[Civics]] and [[Technologies]] instead of 50%. * [[Iteru]] ([[Egypt]]): [[Districts]] and [[Wonders]] are built 15% faster if placed adjacent to a [[Rivers|River]]. [[Floodplains]] do not block placement of districts and wonders. * [[British Museum]] ([[England]]): Each [[Archaeology Museum]] holds 6 {{Artifacts}} [[Artifacts]] instead of 3 and can support 2 [[Archaeologists]] at once. * [[Grand Tour]] ([[France]]): +20% Production toward [[Medieval Era|Medieval]], [[Renaissance Era|Renaissance]] and [[Industrial Era|Industrial]] era [[Wonders]]. {{Tourism}} [[Tourism]] from wonders of any [[Eras|Era]] is doubled. * [[Free Imperial Cities]] ([[Germany]]): Can build one more [[Districts]] than the [[Population Limit]] would normally allow. * [[Plato's Republic]] ([[Greece]]): Gets an extra wildcard slot no matter which government is chosen. * [[Dharma]] ([[India]]): Receives Follower Belief bonuses in a city from each [[Religion]] that has at least 1 follower. * [[Meiji Restoration]] ([[Japan]]): All [[Districts]] receive an additional standard adjacency bonus for being adjacent to another district. * [[Nkisi]] ([[Kongo]]): Bonus {{food}} [[Food]], {{production}} [[Production]] and {{gold}} [[Gold]] from each {{relic}} [[Relics]], {{artifacts}} [[Artifact]] and Great Work of Sculpture. Bonus {{Great Artist}} [[Great Artist]] and {{Great Merchant}} [[Great Merchant]] points each turn. * [[Knarr]] ([[Norway]]): Norwegian [[Unit|Units]] gain the ability to enter [[Oceans|ocean tiles]] after research [[Shipbuilding]]. Naval melee units heal in neutral territory. Units ignore additional movement costs from embarking and disembarking. * [[People of the Steppe]] ([[Scythia]]): Combat [[Units]] receive a bonus vs. wounded opponents, and heal when defeating a unit. * [[Treasure Fleets]] ([[Spain]]): [[Trade Routes]] between continents give additional yields; can combine [[Ships|Units]] into [[Fleets]]. * [[All Roads Lead to Rome]] ([[Rome]]): All cities start with a [[Trading post]], and new cities in [[Trade Routes]] range of your [[Capital]] will automatically have a road going to them. Trade route going through your cities earn extra {{gold}} [[Gold]]. * [[Grand Embassy]] ([[Russia]]): Receives {{Science}} [[Science]] or {{Culture}} [[Culture]] from trade routes to more advanced civilizations. * [[Epic Quests]] ([[Sumeria]]): When you capture a Barbarian Outpost, receive a Tribal Village reward in addition to the usual {{gold}} [[Gold]]. Pay half the usual cost to levy [[City-States|City-State]] units. ==See also== * [[Civilizations]] [[Category:Special Abilities| ]] [[Category:Civilizations]]
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