Trade goods
| Trade good | Amount | Trade good | Amount | Trade good | Amount | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Tin | 3 | Lead | 2 | Wild Animals | 2 |
See the trade goods reference for what each is worth and what it unlocks.
Resources and character
| People | Fertility | 5 / 14 | Terrain | Hills | Climate | Oceanic | |
| Water source | Springs | Port | Natural harbour up to Shipwright | Mine deposits | Lead (quantity 2), Tin (quantity 3) |
Which recruitment zones and homelands this region counts as (2)
What this region counts as for recruitment, homelands and building.
| Recruitment zones | Brittonic, Paterna early | Cultural homeland | Dumnonian |
Units raised here
Whoever holds Dumnonia Meridionalis can raise these 4 units here. A faction with one of them on its own roster raises it that way instead.
Brittonic area of recruitment (4 units)
| Unit | Requires | |
|---|---|---|
| Brittonic Skirmishers | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Brittonic Slingers | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Brittonic Spearmen | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Brittonic Swordsmen | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built |

