Tribes
Tribe 1: Quipee. +40 MRES in growth phase
Tribe 2: Ankh-Momp. Only $30 per tech level
Tribe 3: Hobgob. Gives you 2% EFF raise for every item put on the market
Tribe 4: Miwaunez. Max 5% EFF loss for number of provinces.
Tribe 5: Selfter. Full 3 orders in spell creation and casting phases regardless of #Mag.
Tribe 6: El Barachmi. Bonus attack order, max 7.
Tribe 7: Zsuk. Reduces corn needed by 1/4.
Tribe 8: Femma. 1.5x tax income
Tribe 9: Gobet. Gives +0.5 in harvesting, up to 3.
Tribe 10: Tiplap. Gives +1 in chopping, up to 3.
Tribe 11: Gang Lufo. Increases common spell power by 25%
Tribe 12: Armrissh. 10% less mining failure
Tribe 13: Peelow. Always 20% interest to gold in bank
Tribe 14: Shak-Akash. MRES filled to 100 at beginning of turn
Tribe 15: Terrium. 80% chance successful spy report (Order 3, full province data)
Tribe 16: Voneva. Allows you to try up to 4 spycodes
Tribe 17: Mbakku. Unit upgrades require only ½ wood.
Tribe 18: Earmithonian. Double white/yellow diamond mining
Tribe 19: Deberra. +50% to GCA production
Tribe 20: Mystic Ak. 30 POP back from a POP>MAG transformation