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regions Zur
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Its settlement is Tyre, held at the campaign start by Tyre (Phoenician), their capital.
People: Phoenician 100% · Trade goods: Purple Dye ×5, Fish ×2, Glass ×2, Slave Trade ×2, Spices ×2, Flax
| Trade good | Amount | |
|---|---|---|
| Purple Dye | 5 | |
| Fish | 2 | |
| Glass | 2 | |
| Slave Trade | 2 | |
| Spices | 2 | |
| Flax | 1 |
See the trade goods reference for what each is worth and what it unlocks.
| People |
|
| Fertility | 7 / 14 |
| Terrain | Hills |
| 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, Parthica early |
| Cultural homeland | Tyrian |
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 |
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