Trade goods
| Trade good | Amount | Trade good | Amount | Trade good | Amount | Trade good | Amount | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Purple Dye | 5 | Glass | 3 | Flax | 2 | Pitch, Bitumen & Tars | 2 |
See the trade goods reference for what each is worth and what it unlocks.
Resources and character
| People | Fertility | 8 / 14 | Terrain | Grassland | Climate | Mediterranean | |
| Water source | River | Port | Natural harbour up to Dockyard |
Which recruitment zones and homelands this region counts as (2)
What this region counts as for recruitment, homelands and building.
| Recruitment zones | Asian | Cultural homeland | Carthaginian |
Units raised here
Whoever holds Zur can raise these 4 units here. A faction with one of them on its own roster raises it that way instead.
Asian area of recruitment (4 units)
| Unit | Requires | |
|---|---|---|
| Asian Archers | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Asian Light Spearmen | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Asian Skirmishers | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built | |
| Asian Slingers | Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built |

