regions Aidaia - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki

Aidaia

← regions and settlements · wiki index

Map of Aidaia and its neighbours

Its settlement is Berenike-Panchrysos, held at the campaign start by Ptolemaic Empire (Eastern Hellenistic).

People: Arab 45%, Egyptian 35%, Macedonian 20% · Trade goods: Gemstones ×2, Gold ×2, Wild Animals ×2

Trade goods

Trade good Amount
Gemstones 2
Gold 2
Wild Animals 2

See the trade goods reference for what each is worth and what it unlocks.

Resources and character

People Arab 45%, Egyptian 35%, Macedonian 20%
Fertility 1 / 14
Terrain Desert
Climate Arid
Port No natural harbour
Mine deposits Gold (quantity 2)
Which recruitment zones and homelands this region counts as (2)

What this region counts as for recruitment, homelands and building.

Recruitment zones Arab, Egyptian, Cyrenaica early
Cultural homeland Egyptian

Units raised here

Whoever holds Aidaia can raise these 11 units here. A faction with one of them on its own roster raises it that way instead.

Arab area of recruitment (6 units)

Unit Requires
Arab Camel Archers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Camel Warriors Tier 2 Military Industrial Complex · Dependency only · Tier 1 Colony not built
Arab Infantry Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Spearmen Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Warriors Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arabian Archers Tier 2 Military Industrial Complex · Dependency or Indirect Rule · Tier 1 Colony not built

Egyptian area of recruitment (5 units)

Unit Requires
Egyptian Longspearmen Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Egyptian Skirmishers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Egyptian Slingers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Machimoi Archers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Machimoi Cavalry Garrison Building or Tier 1 Military Industrial Complex · Second wave of military innovations have arrived! · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
⚠️ **GitHub.com Fallback** ⚠️