Trade goods
| Trade good | Amount | Trade good | Amount | Trade good | Amount | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Wild Animals | 2 | Glass | 1 | Livestock | 1 |
See the trade goods reference for what each is worth and what it unlocks.
Resources and character
| People | Fertility | 1 / 14 | Terrain | Desert | Climate | Arid | |
| Port | Natural harbour up to Trade Port |
Which recruitment zones and homelands this region counts as (1)
What this region counts as for recruitment, homelands and building.
| Recruitment zones | Ethiopian |
Units raised here
Whoever holds Azania can raise these 6 units here. A faction with one of them on its own roster raises it that way instead.
Ethiopian area of recruitment (6 units)
| Unit | Requires | |
|---|---|---|
| Kushite Axemen | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Kushite Javelinmen | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Kushite Light Cavalry | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Kushite Spearmen | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Nubian Cavalry | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Nubian Spearmen | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built |

